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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Faraden&amp;diff=146099</id>
		<title>Faraden</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Faraden&amp;diff=146099"/>
		<updated>2026-10-07T16:24:33Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Prominent Families */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Faraden lies to the west of the Empire. It is a rocky, hilly nation on the far side of the Lasambrian hills. The Faraden are canny traders and fierce warriors. Up until very recently, the Faraden traded frequently with the [[The Brass Coast|Freeborn]] at [[Segura#Anduz|Anduz]], but since the fall of [[Segura]] in 363YE this has become a good deal more difficult. They are known to trade with their neighbours the [[Iron Confederacy]], but also with lands to the south and west that are largely unvisited by Imperial traders - their nation serves as a “gateway” to the southwestern parts of the continent. &lt;br /&gt;
&lt;br /&gt;
The people of Faraden have a lot in common with the Empire but are very independent. A major bone of contention is that their religion is closely related to the Imperial faith but includes elements that the [[Synod]] believes is heretical, which helps make them extra touchy around Imperial citizens. They are often unprepared for what they see as the &#039;superior&#039; attitude of their Imperial neighbours.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==People==&lt;br /&gt;
The people of Faraden gather together into extended families, each led by a High Lord or High Lady. The nation as a whole is led by the Lord (or Lady) of the Five Winds, who is chosen by agreement of the High Lords and High Ladies and serves for life. The Lord of the Five Winds in practice comes from one of a half-dozen extremely rich “noble” families to whom the other families owe debts of loyalty and allegiance. It is a somewhat feudal society. Lords and Ladies serve as judges, while the High Lord or High Lady effectively rules the nation with the support of the Lords.&lt;br /&gt;
&lt;br /&gt;
Politics between the various powerful families can become intense, especially when it is time to select a new Lady of the Five Winds. The support of a powerful Imperial faction can offer additional weight to a High Lord or High Lady in their internal manoeuvring.&lt;br /&gt;
&lt;br /&gt;
In this nation, the traders are very much in charge, and pay their warriors to protect their people and their borders. They do not especially value ambition, and consequently it is traditional for a family to specialise in one or two areas. They&#039;re not a true caste-based society, but a Faraden who is at odds with the profession practiced by her family will need to find another family prepared to take them in, and another family will only do this for people who are very skilled. &lt;br /&gt;
&lt;br /&gt;
Changing family is always done as part of a transaction; it costs money to buy someone from their family, so the family “buying” you needs to be sure it will get a return on its investment. Priests usually oversee adoption ceremonies and often [[Religious skills#Testimony|testify]] that the adoptee is now part of the family. This is important given Faraden spiritual beliefs about reincarnation, but it increases the cost to the family adopting their new member as [[liao]] must usually be secured.&lt;br /&gt;
&lt;br /&gt;
Unlike their Imperial neighbours, Faraden used to keep human slaves. Criminals, especially thieves, were often sentenced to slavery for a period of time depending on the value of the item they stole and the dishonour the theft caused. Faraden slaves always served for a period of time, and their sentence could be ended prematurely if their family chooses to buy their debt off; foreigners were kept indefinitely and were not well treated. This changed recently, with the [[All_in_red#Change_Comes_Suddenly|ascension of]] Tchinua Ganbatar to the Seat of Five Winds, [[The_sweetest_of_songs#A_New_Order|significant changes]] were made to the laws around indentured servitude.&lt;br /&gt;
===Prominent Families===&lt;br /&gt;
As with the Empire, there are families and factions within Faraden whose influence and prestige wax and wane over time. Some of the prominent families with a regular interest in the Empire include the following.&lt;br /&gt;
* The &#039;&#039;&#039;[[Butterfly_in_reverse#Mead_from_Meade|Tseriyn]]&#039;&#039;&#039; are a merchant family of [[Sea_of_Snow#Menendram|Menendram]] who control a prosperous [[mithril]] mine. They are responsible for trading mithril to the [[Alder of Meade]] in return for fine Marcher produce. Being able to provide the best food and drink of the Marches has seen their influence in Faraden society on the ascendant. They are known as keen supporters the Liege of the Five Winds.&lt;br /&gt;
* The &#039;&#039;&#039;[[Butterfly_in_reverse#Fiskal_Expansion|Salagiin]]&#039;&#039;&#039; are traditional rivals to the Tseriyn, and are also based on Menendram. They engage in trade with the [[Mediator of Fisk]], offering [[ilium]] in return for [[runes|rune-marked]] goods from [[Wintermark]] crafters, and [[beggar&#039;s lye]] from the [[Kallavesa]] marshes. Their decision to trade with the Empire raised some eyebrows at home because they are part of a faction that opposes Tchinua Ganbatar&#039;s pro-Imperial stance.&lt;br /&gt;
* The &#039;&#039;&#039;[[Where_five_winds_meet#High_Lord_of_the_Rain|Tchemetzi]]&#039;&#039;&#039; are a wizard family, one of the most powerful in Faraden. They are respected for their mastery of [[Spring magic]] in particular, and are known to have a close relationship with [[Ossegrahn|Lord Rain]]. The head of the family is &#039;&#039;Mukhali Tchemetzi&#039;&#039;, who is one of the High Lords of the Faraden and the ruler of Menendram. The family has enjoyed good relations with the [[Celestial Arch]], and hosted several priests of the [[Pride]] assembly involved in putting together a report [[on Faraden faith]].&lt;br /&gt;
* The &#039;&#039;&#039;[[All_the_wind#Visiting_the_Muhnkhabat|Muhnkhabat]]&#039;&#039;&#039; are a wizard family that specialises in battlefield magic.  In Summer 387YE, several of their members [[Wild_is_the_wind#Sparks_Fly_Up|made the trip]] to [[Anvil]] as guests of the [[Rod and Shield]]. &#039;&#039;High Lord Ganzorig Muhnkhabat&#039;&#039; is their leader and they are first-and-foremost loyal to the nation of Faraden and to their allies among the other families.&lt;br /&gt;
* The &#039;&#039;&#039;[[All_the_wind#Guests_of_the_Jokhi|Jokhi]]&#039;&#039;&#039; are a wizard family who practice the arts of [[Winter magic|Winter]] and [[Night magic|Flame]]. They are represented by &#039;&#039;High Liege Enkhtuya Jokhi&#039;&#039;, and are known to be cunnng, subtle, and deeply entrenched in Faraden politics.&lt;br /&gt;
* &#039;&#039; High Lady Enkhtuya&#039;&#039; leads the &#039;&#039;&#039;[[All_the_wind#In_the_Court_of_the_Golden_Flower|Altantsetseg]]&#039;&#039;&#039; who are among the most prestigious and influential of the Faraden families. They are ambitious wizards, adept at the arts of [[Autumn magic|fortune]] and [[Day magic|Wind]], and have taken something of an interest in the Celestial Arch who visited them.&lt;br /&gt;
* &#039;&#039;High Lady Togene Altsanig&#039;&#039; leads the &#039;&#039;&#039;Altsanig&#039;&#039;&#039; family of [[Sea_of_Snow#Tujahan|Tujahan]] from her Palace of the Azure Sky. The Altsanig are hostile to both the Empire and the Liege of Five Winds, and High Lady Togene is known to have ambitions to take control of the Court of Five Winds. The Altsanig were heavily involved with [[Asavean Archipelago|Asavean]] attempts to extend their influence to Faraden, and their prestige suffered when Asavean involvement with the Cinders was revealed.&lt;br /&gt;
* The &#039;&#039;&#039;[[Wild_is_the_wind#Gratitude_and_Grain|Hakhandra]]&#039;&#039;&#039; are a western Faraden merchant family who specialise in a number of areas including the raising of yaks and trade in the magical Faraden mooncheese. A large number of family members visited the Marches in Summer 387YE and they helped put together the proposal for [[Construct Yakholme Grange|Yakholme Grange]] in [[Upwold]] to gain access to the cattle markets there.&lt;br /&gt;
* &#039;&#039;&#039;House Ogudai&#039;&#039;&#039; is one of the most powerful warrior families in Faraden, and they have little love for the Empire. Years ago, a popular heir of the house visited Anvil to participate in a [[past life vision]] that ended in disaster and the family has been at odds with the Empire - especially the Synod- ever since.&lt;br /&gt;
* The &#039;&#039;&#039;[[When_the_ship_comes_in#Faraden|Tsagaan]]&#039;&#039;&#039; are a priestly family with their own reasons for disliking the Empire. Particularly venerating the Flame of Justice, they are very critical of the Imperial Synod and its attitudes to the Faraden faith. They swore vengeance on those responsible for [[Sinews_of_the_heart#International_Justice_.28Faraden.29|executing]] some [[the Brass Coast|Freeborn]] heretics, and as far as anyone knows they have not given up on their vendetta.&lt;br /&gt;
* The &#039;&#039;&#039;[[All_in_red#The_Modnos|Modnos]]&#039;&#039;&#039; are another Faraden family that dislikes the Empire, following what they claim is a slanderous attack on one of their ancestors by the [[Seer of the Gateway]]. They went as far as to place bounties on the heads of those they held responsible for this insult, using connections with the [[Ephisis|City of Gold and Lead]] to do so.&lt;br /&gt;
&lt;br /&gt;
==Culture and Customs==&lt;br /&gt;
As a people, they are first-and-foremost traders, who look for wealth outside their palaces, and outside their borders. They are not the daring, reckless adventurers that the Freeborn are, nor the cunning and ruthless mercantilists of the League, but rather they are clever entrepreneurs who view wealth as a means to an end rather than an end in itself - comfort, happiness and power all flow from the coin purse.&lt;br /&gt;
&lt;br /&gt;
The most striking element of Faraden culture is the value they place on the concept of honour. Each Faraden has a sense of personal honour, but also recognises family honour and national honour. An offence against any one of these causes them to become intractable and even hostile. They will tell someone if they are offending their honour and then the onus is on that person to make amends – if they&#039;ve been insulted with words, then a sincere apology sorts the situation out. If the situation is not quickly dealt with, it will often escalate until a High Lord or High Lady becomes involved.&lt;br /&gt;
&lt;br /&gt;
Tied up with their idea of honour is a form of escalating lex talionis – every punishment among the Faraden includes an element of deterrent and is often quite cruel. If someone steals from them, then not only is the item returned but they expect punishment for the dishonour caused often in the form of mutilation, corporal punishment, or enslavement. If someone kills one of their relatives, they expect that person and one of &#039;&#039;their&#039;&#039; relatives to be killed in return, and so on. This means that the Faraden are fairly law-abiding people, but their concept of legality puts them squarely at odds with the codes of Imperial Law.&lt;br /&gt;
&lt;br /&gt;
This fierce attitude to law and justice means vendettas are common between rivals, and are often settled by bloodshed. Sometimes those vendettas get settled on Imperial soil, which can lead to all sorts of diplomatic incidents. &lt;br /&gt;
&lt;br /&gt;
They especially enjoy flags, streamers, kites and other things that move in the wind; most Faraden settlements are decorated with these adornments, and wind-chimes are common. They also like wind instruments over any other sort – recorders and penny whistles particularly.&lt;br /&gt;
&lt;br /&gt;
As a nation they fear and hate the sea – in tales it is a place of horror full of dreadful creatures that kill anyone foolish enough to venture out onto it. Sea storms are seen as ill omened (as opposed to storms over land which represent the power and fury of nature and are seen as good omens). Sailors are figures of superstitious dread among the Faraden and they do not willingly associate with them.&lt;br /&gt;
&lt;br /&gt;
==Abridged History==&lt;br /&gt;
It is unclear when the Faraden first came to the lands they now inhabit, but they are believed to have migrated there from somewhere further south around six hundred years ago. They carved a land out from the barbarian orcs in the area who were no match for their single-minded, methodical campaign. When the [[The Brass Coast|Freeborn]] arrived in the land that is now the Brass Coast there were a few scattered families of Faraden living in western Segura, who were either absorbed by the Freeborn, fell to orcish aggression from the Lasambrian hills, or voluntarily relocated back to Faraden.&lt;br /&gt;
&lt;br /&gt;
Relations between Freeborn and Faraden remained cordial, and when [[Highguard|Highborn]] missionaries eventually crossed the Lasambrian Hills to Faraden they found a people receptive to their teachings, and a religion not massively dissimilar to the Imperial Faith. However the Faraden had no interest in joining the Empire, and refused to give up their core philosophical belief in Justice, nor to recognise as essential the virtues of [[wisdom]], [[vigilance]] or [[ambition]]. Religious conflict with the Empire briefly boiled over during the reign of [[Empress Teleri]], when certain reactionary forces in the Imperial Synod called for a war with the impious &#039;barbarian&#039; Faraden, but the fighting was short lived and found little support with any of the Imperial nations who shared a border with their western neighbours.&lt;br /&gt;
&lt;br /&gt;
Occasional bands of Faraden warriors have served as mercenaries, especially in [[The Marches]] and [[Wintermark]]; in return some groups of Imperial soldiers have spent a little time as auxiliaries to Faraden forces protecting their northern borders from the [[Jotun]].&lt;br /&gt;
&lt;br /&gt;
==Faraden Military Concerns==&lt;br /&gt;
The Faraden favour families of professional warriors and soldiers who protect their borders, although even the most mercantile or religious family is likely to have a few members who practice with arms and armour to protect their kin from bandits or rampaging beasts. They also have a history of skirmishes along their borders with the [[Iron Confederacy]], and even occasionally with troops or bandits out of Segura. Since [[Liathaven]] was taken by the orcs, however, the Faraden have apparently been having increasing problems with the southern [[Jotun]], as well as having to fend off opportunistic raids from the Lasambrian hills. &lt;br /&gt;
&lt;br /&gt;
In battle Faraden warriors prefer round shields, one-handed swords and bows. They layer leather and metal armour, and the more ornamental the armour, the higher the warrior&#039;s status. They prefer to fight with small units rather than engaging in large campaign battles, but when the Lord (or Lady) of the Five Winds calls they are capable of fielding large armies made up of units that can still function independently in pursuit of a military goal.&lt;br /&gt;
&lt;br /&gt;
==Faraden Economic Concerns==&lt;br /&gt;
The Faraden value wealth, but they value it for the comfort and opportunity it brings, rather than as an end in itself. Relations between families often involve the transfer of wealth, not only in the form of coins but in goods and animals. It is common for families to be tied with almost feudal bonds, where a smaller family gives regular tribute to a larger family in return for protection or access to resources. Other families serve as retainers to larger families in return for payment.&lt;br /&gt;
&lt;br /&gt;
The Faraden make their own lead coins for internal use, but they use coinage from all over their part of the world, and that includes [[Currency#Imperial Coins|Imperial coinage]]. As a nation where trade is paramount, they are adept at valuing the coins of other nations; some are melted down for their metal content, others are traded as a commodity in their own right. For example, a Faraden family with a surfeit of Imperial coinage will trade it to a family with stronger Imperial ties, possibly in return for commodities or currency of interest to the nations with which they in turn trade. &lt;br /&gt;
&lt;br /&gt;
Their traders range far and wide; it is common for a group of Faraden traders to set off with a wagon or two laden with goods and disappear for a year or two, returning home with entirely different goods and (hopefully) plenty of coins. Their connections with distant foreigners mean they often have odd materials or items for sale when they visit the Empire.&lt;br /&gt;
&lt;br /&gt;
The Faraden do not have much in the way of forest, so they are often willing to trade for weirwood and especially the [[Materials#Iridescent Gloaming|iridescent gloaming]] that they use to make their richest dyes. In return they trade the fruits of their western mines (especially [[Materials#Orichalcum|orichalcum]] and [[Materials#Weltsilver|weltsilver]]).  &lt;br /&gt;
&lt;br /&gt;
==Faraden Religious Beliefs==&lt;br /&gt;
In the Faraden, [[Highguard|Highborn]] [[Highguard religious beliefs|wayfarers]] and [[The Brass Coast|Freeborn]] [[sutannir]] found a people receptive to their teachings, and a religion not massively dissimilar to the Imperial Faith. However the Faraden refused to recognise as essential the virtues (or &amp;quot;flames&amp;quot;) of [[wisdom]], [[vigilance]] or [[ambition]]. More worryingly for the Highborn, they claimed that &#039;justice&#039; was as important as the other virtues and insisted on including it alongside [[courage]], [[loyalty]], [[prosperity]] and [[pride]]. While they are spiritual kin to the people of the Empire, the shared similarity of their beliefs just throws the differences into stark relief - there are priests on both sides who would like to see the matter of their religious differences settled once and for all.&lt;br /&gt;
&lt;br /&gt;
The priests of Faraden refuse to accept the truth of the [[The Labyrinth of Ages and the Paragons and Exemplars|Labyrinth]] and instead teach that after life there is an endless howling waste where souls wander; the more virtuous they are in life, the more friendly the spirits of that place are, and the more they help the wanderer to find their way back to true life. There is also a belief that virtue ignites a &amp;quot;flame&amp;quot; in the spirit of the dead, helping them endure the travails of the howling wastes. They also believe that souls are always born into the same family; wiping out all members of a family consigns the dead spirits of that family to an eternity of wandering in the howling waste, until they eventually become [[malign spiritual presences|malign spirits]]. This belief in reincarnation along familial lines is one of the reasons that adoption between families is such a significant event in a Faraden life.&lt;br /&gt;
&lt;br /&gt;
Faraden priests have minimal access to [[liao]], meaning that liao ceremonies are much less commonly practiced among them. What liao they do have access to is often traded with the Empire, and some [[Navarr]] especially make a point of trading liao to the Faraden. As a consequence of their restricted access to spiritual ceremonies, priests are rarer in Faraden than in the Empire and many serve in roles as advisors to political figures than as religious figures.&lt;br /&gt;
&lt;br /&gt;
Funerals are air burials; the body is laid out on a raised platform and left for the elements and the birds. Sometimes valuable items are placed on these platforms and it is a capital crime to take them. An item that falls off a platform is available for anyone to take however, and if the platform collapses. It is taken as a sign that the spirit has been reborn and the items can be claimed. Burying people in the ground is seen as abhorrent, and burning them is seen as offensive. Vultures and other carrion-birds are seen as lucky by the Faraden.&lt;br /&gt;
&lt;br /&gt;
In Spring 385YE, a [[mandate]] was enacted to encourage Imperial priests of the [[Pride]] assembly to visit Faraden and converse with the priestly families and gain a deeper understanding of [[Tooth_by_tooth#Pride_and_Prejudice|their understanding of the virtues, and the Way]]. A short report was compiled by these priests, providing insight into Faraden spirituality, that was published a year later as &#039;&#039;[[On Faraden faith]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Faraden Magic Traditions==&lt;br /&gt;
As with merchants, warriors and priests some families specialise in magic and sell their services to the other families. Each family jealously guards its store of ritual lore, and so Faraden magicians are not as widely versed as those of the Empire although they often possess a ritual or two unknown by their neighbours to the east. Their ritual performances often involve streamers, smoke and other things that rise into the wind, and their magicians often use prestidigitation, theatrical tricks, flash powder and the like to create odd effects alongside their actual magic to impress their audiences. &lt;br /&gt;
&lt;br /&gt;
Wind and fire are used extensively as metaphors for magic, and their stories contain images of spirits and magical creatures whose bodies are composed entirely of living flame and living wind. It is never entirely clear if the magician believes in these spirits, or if they are merely metaphors for magical processes. Their ritual magicians use the same names for the four &#039;corporeal&#039; realms as their Imperial neighbours. Instead of [[Day]] and [[Night]] however they call the remaining two Realms &#039;&#039;Wind&#039;&#039; and &#039;&#039;Flame&#039;&#039;. The wind they say travels everywhere and sees and knows everything. The flame by contrast dances, shifts and changes; comes from nowhere, and returns to nowhere when it dies.&lt;br /&gt;
&lt;br /&gt;
==Faraden Territories==&lt;br /&gt;
Faraden is a little larger than an Imperial nation, and the population is usually spread out across a number of towns that surround the estates of a High Lord or High Lady. The Palace of the Five Winds is the largest settlement in Faraden, but only just approaches the size of the Imperial cities of [[Mitwold#Meade|Meade]] or [[Madruga#Siroc|Siroc]]. Fortifications are common - almost all settlements are surrounded by a stone wall. Faraden love to make their homes as sumptuous and beautiful as they can afford. Their buildings are designed with strong aesthetics as well as practical considerations, and they are very skilled at working with stone, especially white granite. Minarets, domes and towers are all very common features in Faraden architecture and they are known to be talented bridge and road builders as befits the broken terrain that forms most of their home.&lt;br /&gt;
&lt;br /&gt;
==Look and Feel==&lt;br /&gt;
The basic influence on Faraden costume is medieval Mongolia and has been summarised as: an upright collar (preferably on a base layer); a wrap-around tunic (preferably as an over layer); fuller sleeves but tight from wrist to elbow; contrasting or decorative trim to edges; fuller/baggy trousers that are either tight to knee or tucked into long boots. Armour is worn in layers: a top layer of plated leather is common, but as a sleeveless vest rather than a full-length hauberk. Below that some padded armour, like a short-sleeved gambeson, with nicely decorated shoulders, both worn over a raw silk long-sleeved tunic. Heavier armour is likewise worn in layers, and it is much more common for Faraden warriors to wear chain armour than plate ([https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcR5R5moRJf_4PW0kOKPYExragqJl15g9aTu1g4FgAJ0KBH0Ypt2 this image] might represent a heavily armoured Faraden.&lt;br /&gt;
&lt;br /&gt;
The Faraden are a wealthy people, and show it by dyeing kit deep, vibrant colours. While their costume shows obvious signs of Mongolian influence, the colour palette is much richer than the traditional darker browns, and is often highly ornamented. Colourful sashes are a common element of their costume, as is curling decoration reminiscent of wind or smoke.&lt;br /&gt;
&lt;br /&gt;
==Faraden in Play==&lt;br /&gt;
Faraden lies near to the Empire, and they speak the language known as Imperial, represented by English.&lt;br /&gt;
&lt;br /&gt;
The Faraden are guardedly friendly to the Empire as a whole. For the most part, they do not send their priests to negotiate with the Empire, and the Empire has learned not to send missionaries to Faraden unless they are prepared to be cautious. Religion remains a point of contention, and the Faraden show no signs of changing their traditions any time soon. Honour can also cause problems - casual friendliness from Imperial citizens has been misinterpreted as contempt, leading to tragic misunderstandings. Faraden visitors to the Empire are often on their &#039;best behaviour&#039; but accidents can and do happen, and the Faraden expect anyone who offends against their values, persons or goods to be punished severely which often puts them at odds with Imperial Law.&lt;br /&gt;
&lt;br /&gt;
The information here should be sufficient to create a character with a background connection to Faraden, but a connection to one family is unlikely to impress a member of another family. It is worth bearing in mind that while the Faraden draw on Mongolian imagery, they are not plains-living, warlike cavalry-folk; they are traders first and warriors second. They drive wagons drawn by oxen, they don&#039;t ride horses.&lt;br /&gt;
&lt;br /&gt;
The Faraden has one port open to the Empire; [[Foreign_ports#Caitun|Caitun]]. You could also represent trade with this nation using a [[business]] resource, especially if you diversify the resource to include small amounts of orichalcum or weltsilver.&lt;br /&gt;
{{Faraden Links}}&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146055</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146055"/>
		<updated>2026-10-05T14:19:41Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
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[[Opening_ceremonies]]&lt;br /&gt;
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[[Mushroom,_mushroom,_mushroom#Resolution]]&lt;br /&gt;
&lt;br /&gt;
[[Mermaids_in_the_basement]]&lt;br /&gt;
&lt;br /&gt;
[[Germinating_a_city]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Germinating_a_city&amp;diff=146054</id>
		<title>Germinating a city</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Germinating_a_city&amp;diff=146054"/>
		<updated>2026-10-05T14:19:09Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Spring]][[Category:Recent History]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;The two academics lounged on their dockside chairs, a bucket half-full of melting ice and beer bottles sat between them. The rest of their party had dispersed in search of food, a moment of peace, or a place to argue without disturbing everyone else. It was never quiet in the City of Masks, but for a moment the two of them could just enjoy one another&#039;s company.&lt;br /&gt;
&lt;br /&gt;
Gelberg broke the silence first. &amp;quot;Urban planning. That&#039;s a new one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Their companion smiled. &amp;quot;Come on, Immy. You&#039;re always complaining about how it&#039;s impossible to find your way around any city east of Maarbeck. Don&#039;t you want to give old Lotte from Volkavaar a run for her money? Show her what a properly laid out map looks like?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gelberg frowned. &amp;quot;Enough of that. We&#039;re raising funds for the war here, there&#039;s no time for rivalries. This isn&#039;t some junket out to Hujurosland to debate the metaphysics of the economy. We&#039;re working here.&amp;quot; They fished a couple more bottles out of the bucket. &amp;quot;Another Holberger?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Please.&amp;quot; The professors enjoyed their beers in silence for a little moment. &amp;quot;Damn, that&#039;s good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m getting sweetness, notes of spice. There&#039;s something almost... oily?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in a good way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, in a good way.&amp;quot; Gelberg took another long drink and watched the horizon pensively. &amp;quot;I worry that they won&#039;t like it. They&#039;re a very... demonstrative people. I can&#039;t help but worry that they might overreact.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s not our problem.&amp;quot; Gelberg&#039;s companion laid a comforting hand on their arm. &amp;quot;We&#039;re the head, they&#039;re the hands, remember? We lay out the options, they decide what to do with them. Sometimes they listen to us, sometimes they don&#039;t. That&#039;s the job. The job that you&#039;re the best at. That we&#039;re all the best at.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re right. You always are.&amp;quot; Gelberg finished their drink and looked somewhat blearily at the pile of empty bottles that had somehow managed to collect at their feet. &amp;quot;Oh, this is dangerous stuff. Did we really drink all of this tonight?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So what if we did? We&#039;ve been working hard, we can play at being undergraduates again for a night.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That we can.&amp;quot; Professor Immanuel Gelberg, one of the finest minds of the Commonwealth, hauled themselves to their feet. &amp;quot;Come on, the night&#039;s still young and the city&#039;s beautiful. Let&#039;s make some more memories before we have to go back into that forsaken swamp again.&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Theodolit-zeiss.jpg|align=left|caption=The academics, professors, and philosophers of the Commonwealth universities are easily a match for those of the Empire, and often take a role similar to that of the civil service in Commonwealth affairs - including the presentation of [[appraisal|appraisals]] for discussion by the nation&#039;s generals.|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Each season the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations, based on communications received from their ambassador, along with any useful intelligence gathered from other sources. While the Senate and the other houses of Imperial power may respond to these offers, it is important to note that it is the appropriate [[ambassador]] that the foreign power will expect to hear from. Their communication with the foreign power is the primary element that will determine the tenor of any response.&lt;br /&gt;
&lt;br /&gt;
The [[Commonwealth]] are a militaristic nation committed to the idea of ensuring the greatest good to the greatest number of people. They are perhaps the closest allies the Empire has among the great powers of the known world. This is in no small part due to their membership of the [[Liberty Pact]], dedicated to destroying the abhorrent practice of slavery across the world. Both nations are dedicated to extending their influence over the whole world, and know that only one of them can fulfil their grand ambition, but for now their rivalry with the Empire remains amicable. The Empire shared their mastery of magic with the magicians of the Commonwealth, and Commonwealth soldiers fought and died alongside the Freeborn in the [[A beacon of smoke|fall of Siroc]].&lt;br /&gt;
&lt;br /&gt;
At present, the Commonwealth remains locked in a bitter war with [[Principalities of Jarm]], over what appear to be irreconcilable differences. The proximate cause is the nation of Lantir, a tiny landlocked country surrounded by the two rival great powers. The Commonwealth [[According_to_principle#The_Lantir_War|took sides in a civil war]] in the nation causing the Jarmish to back the rival faction. The war continues to rage without any sign of burning out and it remains the key focus of the Commonwealth&#039;s Military Council, distracting them from other business.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth ambassador to the Empire is &#039;&#039;Militärattache Ludkhannah Schöningen&#039;&#039;, of die Stahlhalle in the port-city of Volkavaar, a veteran soldier who reports to the generals who hold the reins of political power in their nation. An old campaigner, they generally speak plainly and as honestly as any politician can when dealing with their Imperial counterpart.&lt;br /&gt;
{{Nation|nation=Commonwealth|status=Foreigner|port=[[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]]|ambassador=Lucia Sanguineo Rezia di Tassato of [[the League]]}}&lt;br /&gt;
==Improving Relations==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth are pleased by the progress on the new Diplomatenschloss and the improved trade with Leerdam and Volkavaar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are also grateful for the respect shown by the Empire regarding the island nation of Viyerda&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The close proximity of the Jarmish embassy to the planned Diplomatenschloss remains a matter of concern &#039;&#039;&#039;&lt;br /&gt;
A season of careful diplomacy by the Imperial [[ambassador to the Commonwealth]] and their staff have continued to yield some small incremental improvements in the relationship. The Commonwealth remains a close ally of the Empire on the international stage, their fates tied together by the [[Liberty Pact]]. They don&#039;t agree with the Empire on everything of course, and there is always room to improve the links between the two great powers. Fortunately this season has seen a number of seeds planted in previous seasons bloom.&lt;br /&gt;
&lt;br /&gt;
The steady progress on the new &#039;&#039;Diplomatenschloss&#039;&#039; has helped of course. Almost all the funds and fully half of the [[weirwood]] and [[white granite]] needed have been delivered so the building work is advancing at a pace. More resources will be required to complete the new [[embassy]], but with all the signs indicating that will happen, the Militärattache is careful to pass on the Commonwealth&#039;s thanks. It has taken work and effort to maintain close links without a proper working embassy in the Empire and the Militärattache is pleased that the Empire is taking steps to quickly redress the problem.&lt;br /&gt;
&lt;br /&gt;
The Militärattache is also clearly pleased that the Empire have gracefully acknowledged the Commonwealth&#039;s authority over the many small island nations in the [[The_seven_seas#Sea_of_Steel|Sea of Steel]], such as the recently discovered island of [[A_star_is_born#The_Viyerda|Viyerda]]. The Commonwealth deliberately avoids entanglements with the many small nations that border the Empire such as [[Axos]], the [[Faraden]], and the like. They might trade with them, but they try to avoid opening diplomatic channels in lands close to their ally. Their view is that such relations are best avoided out of respect for the Empire&#039;s authority in this part of the world and they are pleased that the Empire has had the courtesy to show them the same respect.&lt;br /&gt;
&lt;br /&gt;
Trade between the Empire and the Commonwealth has provided another source of positive news. While few Commonwealth traders are travelling to the Empire due to the attacks by Asavean pirates, scores of brave Imperial captains have travelled to purchase the exotic goods now offered in [[Foreign_ports#Volkavaar|Volkavaar]] and [[Foreign_ports#Leerdam|Leerdam]]. Both ports have seen increased trade this season; Leerdam had one of the best seasons ever and Volkavaar saw a &#039;&#039;huge&#039;&#039; jump in the number of Imperial captains visiting, providing some of the best returns they have had from trade with the Empire in many years. Of course it remains to be seen if these numbers will endure for the long term, but the initial results look very promising. The Militärattache looks forward to hearing how the trade has been for the Empire and what refinements the ambassador might recommend.&lt;br /&gt;
&lt;br /&gt;
The one hole in the net remains the close proximity of the Jarmish embassy at [[Redoubt#Cargo|Cargo]]. The Commonwealth understand that the Empire are obliged to maintain an embassy with the Jarmish, they don&#039;t necessarily expect their ally to close the embassy simply because the nefarious slave-trading rulers of the Principalities are locked in a life and death war with the Commonwealth. However they are concerned that there will inevitably be trouble once there are Commonwealth and Jarmish vessels sailing past each other, up and down the Couros river. It is clear that the Militärattache believes it is only a matter of time before the Jarmish engineer some kind of incident.&lt;br /&gt;
&lt;br /&gt;
==Die Beurteilung==&lt;br /&gt;
* &#039;&#039;&#039;Thus far the Senate has opted not to take up the Commonwealth&#039;s proposal to offer an appraisal for auction by the civil service&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Having completed their work for Gisli Baerson, the professors will return home if no new proposal is forthcoming&#039;&#039;&#039;&lt;br /&gt;
As [[According_to_principle#The_Lantir_War|the Lantir War]] plays out on the other side of the Known World, the Empire&#039;s allies in the Commonwealth seek whatever support they can get to turn the tide against the magical might of their old enemies in Jarm. With almost every resource dedicated to the current armed struggle, a party of academics led by Professor Gelberg from one of the many Universities that dot the landscape of the Commonwealth has come to the Empire hoping to [[According_to_principle#die_Beurteilung|make their services available]]. Their idea was a small-scale [[appraisal]], offered by auction to whichever Imperial citizen can pay the most to support their allies in the [[Liberty Pact]]. A laudable act of international cooperation - or perhaps a sign that the war is not going quite as well as the followers of Altmann would have hoped.&lt;br /&gt;
{{WingedMessenger|address=The head of the visiting delegation, Professor Immanuel Gelberg, is happy to receive letters from Imperial academics. A [[Call Winged Messenger|Winged Messenger]] sent during the Winter Solstice to &#039;&#039;Professor Gelberg, Wavefather&#039;s Rest, Calvos, Madruga&#039;&#039; will reach them; after that communication is likely to be more sketchy.}}&lt;br /&gt;
The Professor and his team had hoped to offer their services by auction to the highest bidder. The aim was to trade valuable services with the Empire in exchange for Imperial coin that the Commonwealth could use to buy mana and other supplies essential for the war. The proposal needed the approval of the [[Senate]] - and is not completely uncontentious. There are implications to the idea of a team of Commonwealth researchers pottering around the Empire poking their nose into who knows what. Perhaps for that reason, the Senate has chosen not to proceed with the plan for now.&lt;br /&gt;
&lt;br /&gt;
With the work this season [[#Gisli&#039;s Request|now complete]], the professor and their team are planning to return back to the Commonwealth. If they are upset by the Empire&#039;s failure to take up their proposal, they do not show it, but clearly there is little point in them remaining if there is no work for them to do. Sitting around drinking bottles of fine [[the League|League]] beers and chatting with their Imperial peers might be a wonderful experience, but it does nothing to advance the Common Good - nor provide any help in their fierce war with Jarm.&lt;br /&gt;
&lt;br /&gt;
The Senate could still choose to take up the proposal this season if they wish - allowing the Empire to formalise the arrangements. If the professor and his team don&#039;t receive the approval of the Senate (meaning a successful [[Senate motion]]) by the end of the Spring Equinox, they will return home. There will be no recriminations here; the visiting political philosophers entirely appreciate the need for even allies to sometimes keep each other at arm&#039;s length.&lt;br /&gt;
&lt;br /&gt;
==Gisli&#039;s Request==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth professors have performed an appraisal for Gisli Baerson&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have looked into ways that a new city might be established in the Freeborn regions of Madruga&#039;&#039;&#039;&lt;br /&gt;
To try to generate interest, the Professor had offered the first &#039;&#039;Beurteilung&#039;&#039; to &#039;&#039;&#039;Gisli &#039;the Provider&#039; Baerson&#039;&#039;&#039;, a citizen of [[Wintermark]], in recognition of the assistance they had provided to the Commonwealth. In what is apparently the fulfilment of an oath, Gisli tasked the assembled academics with investigating the possibility of building a new city in the former [[the Brass Coast|Freeborn]] territory of [[Madruga]]. The Commonwealth&#039;s finest minds are every bit the equal of the Empire&#039;s best architects and planners in this regard and the Commonwealth has plenty of experience with such work with [[Foreign_ports#Volkavaar|entire new towns]] constructed to fulfil the needs of the ever-expanding nation. Their instructions received, the academics set to their task with all the speed they can muster.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote-right by=&amp;quot;Old Commonwealth Proverb&amp;quot;&amp;gt;When embarking on a campaign, first know the enemy you face.&amp;lt;/quote-right&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Commonwealth academics work with military precision, gathering reports from the civil service, first-hand testimony from displaced Freeborn, and intelligence gathered by the [[Unfettered Mind]] and the [[Rod and Shield]] in their [[Made_anew|recent scouting]]. Rather than focusing initially on what might be done, the scholars first lay out every difficulty that might make the work challenging or even impossible. The list that they return is not long, but is no less problematic.&lt;br /&gt;
&lt;br /&gt;
They soon discover that there are major issues standing in the way of any serious work in Madruga. The first problem is that nobody controls the territory. The [[Madruga#Quiet Grasses|Quiet Grasses]], the [[Madruga#Crucible|Crucible]] and [[Madruga#Siroc Bayou|Siroc Bayou]] are all uncontrolled at this time - although that is a situation that could be rectified by the [[Military Council]] with relative ease. Worse, though, the islands of [[Madruga#Free Landing|Free Landing]] are controlled by the [[Children of Wrecks]]. Any building work undertaken in a territory infested with lawless pirates will be extremely hazardous, especially any project as large as the development of a new city. The scholars advise that the first step towards this project ought to be resolving the threat of [[Siakha|Siakha&#039;s]] chosen, either by destroying them or making peace with them. It would not be impossible to work with the Children of Wrecks still in control of the islands, but it would risk interruptions in the labour, as well as potential threats to materials and workers.&lt;br /&gt;
&lt;br /&gt;
===A Bitter Pill===&lt;br /&gt;
* &#039;&#039;&#039;Having been burned to the ground and sunk into a swamp, Siroc can never be rebuilt as it was before.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any development project will be severely impeded by the current state of open warfare in Madruga.&#039;&#039;&#039;&lt;br /&gt;
{{SOP|statement=We cannot reignite the grand rivalry between Oran and Siroc without Siroc. Once it is reclaimed, let us float the City of Sails upon the Bayou. Let the prideful people of Madruga lift each other up, and a new Siroc stand as testament to the Ambition of a nation rebuilding. We will rebuild Siroc.|when=Winter Solstice 386YE|by=Ignacio i Zuhri i Erigo, Freeborn Assembly|vote=118-0 (Greater Majority)}}&lt;br /&gt;
Professor Gelberg has been made aware of a [[386YE_Winter_Solstice_Synod_judgements#Judgement_119|judgement of the Freeborn National Assembly]] calling for the rebuilding of Siroc to reignite the rivalry between Siroc and Oran. Sadly if such a thing were possible, they soon discover that it is entirely outside the ability of some of the greatest minds of the Commonwealth. To rebuild the former &#039;&#039;City of Sails&#039;&#039;, there would have to be something left to restore. Siroc had more in common with the tent city of Anvil than any other town or city, and burned tents leave little to restore.&lt;br /&gt;
&lt;br /&gt;
There were some permanent structures, of course, and while they were destroyed, they could hypothetically have been rebuilt on top of their old foundations, a symbol of continuity. However, recent developments have put paid to this possibility. [[Azoth]], agent of madness and transformation, offered the Freeborn the chance to [[Where_the_river_rises#Annihilation_and_Transformation|change the Blight-riddled Great Grasses]] into something new. The Scorrero rose, the Blight was ended, and the ruins of Siroc sank beneath the water. Simply put, Siroc can never be rebuilt as it once was nor anything be built where it once was.&lt;br /&gt;
&lt;br /&gt;
They tactfully suggest that sometimes the best way to honour a fallen rival is to take up their work and carry it forward with their memory in mind. If the old city cannot be rebuilt - perhaps Siroc can be reborn! The rivalry between the two cities on the mouth of the Scorrero rested on trying to attract the lion&#039;s share of foreign traders. With Siroc gone, the docks at Oran are currently the only option left. If the [[Send_for_me#Wharfage_of_Oran|Wharfage of Oran]] is constructed, not only will the resident [[Corsair|Corsairs]] fight piracy, they will escort trading ships safely to harbour. Could a bustling port in Madruga not be a worthy successor to rival Oran?&lt;br /&gt;
&lt;br /&gt;
===A Spiritual Successor===&lt;br /&gt;
* &#039;&#039;&#039;Calvos has the potential to grow into a great city with the right incentive&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Professors&#039; team propose to build the Municipal Docks to spur the growth of the town in the coming years&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If built, the municipal docks would create conditions for Calvos to ultimately grow into one of the great cities of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Docks would have an upkeep of 5 thrones a season but would increase taxation by 12 thrones a season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once complete the docks would provide significant benefits in Madruga, and in the Brass Coast as a whole&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Municipal Docks&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work (Shipyard)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Calvos Sound, Madruga &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 80 white granite, 40 weirwood and 45 Thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 year&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 5 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Raises the level of investment in fleets in Madruga engaging in trading, questing or raiding&lt;br /&gt;
* Raises the level of investment in businesses in Madruga&lt;br /&gt;
* Reduces the cost for Freeborn characters to upgrade fleets by 1 weirwood for a year after completion&lt;br /&gt;
* Raises income of all Freeborn characters by 7 rings for a year after completion&lt;br /&gt;
* Boosts taxation from the territory by 12 thrones a season&lt;br /&gt;
* Protects Calvos Sound as a level one fortification&lt;br /&gt;
* Acts as a shipyard allowing the construction or refuge of up to two navies at a time&lt;br /&gt;
* Creates a new questing Voyage for Freeborn fleets, Hunt the Free Landing Kraken&lt;br /&gt;
* Creates the Freeborn position Quaymaster of the Municipal Docks&lt;br /&gt;
* Includes personal offices and accommodation for the Quaymaster and their family&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Quaymaster of the Municipal Docks&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Can purchase goods from Commonwealth ships docking at Calvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Oversee the Municipal Docks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Trade Purchases Volkavaar&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Hero Stones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Hero Stones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Trade Purchases Leerdam&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 draught of Clear Headedness&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 draughts of Clear Headedness&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Building a town is a major undertaking, but creating a completely new city is beyond anyone&#039;s skills. Nonetheless, the Professor and his team are familiar with finding ways to encourage the seed of a town to flower into a great metropolis. They understand that that seed needs people to grow and what people need is a reason to want to live there. To become a city a town needs to be something grand, something compelling, that will draw people to the town.&lt;br /&gt;
&lt;br /&gt;
[[Madruga#Calvos|Calvos]] is already a prosperous settlement, and an important port in Madruga. It houses the flagship of the exemplar [[Zemress]], as well as the [[Hand_of_Guerra#House_of_Guerra|House of Guerra]] and the [[The_power_behind_our_moves#Calvos|Zemress Naval Academy]]. Many of the locals have been complaining that the docks are becoming slow and cramped even before the destruction of Siroc. The professor and his team believe the docks are the key to unleash Calvos&#039; full potential.&lt;br /&gt;
&lt;br /&gt;
Working with Imperial architects, the academics propose to tear down the current docks and build a [[great work]] in their place, the&#039;&#039; Municipal Docks&#039;&#039;. Instead of building what Calvos or even Madruga needs &#039;&#039;now&#039;&#039;, the idea is to build something much more ambitious - something much bigger than the existing town could ever need. People will flood to the town to take advantage of the new opportunities that the docks create and over time the population will swell, drawing more trade and yet more people. Calvos is like a pot-bound plant says one of the team, it must be re-potted so that over time it can grow into something majestic.&lt;br /&gt;
&lt;br /&gt;
The proposal is certainly [[Ambition|Ambitious]], nobody can fault the professor and his team on that score. The plan is for a huge sweeping docks far beyond the scale of anything ever built in the Empire. In one fell swoop, Calvos would become the largest docks on the continent - a fine reflection of the Brass Coast&#039;s naval traditions and a fitting capstone for a great city. There&#039;s nothing in the town that could possibly justify construction on this scale, but that is the whole point. By building something magnificent, it will draw people in and the town will grow into a city. One that can rival not just Oran but any city in the Empire.&lt;br /&gt;
&lt;br /&gt;
The docks would provide invaluable benefits for Freeborn [[business|businesses]] and [[fleet|fleets]] based in Madruga boosting returns. Having such secure facilities in Calvos Sound would make it possible for Freeborn fleets to engage in quests into the waters round Free Landing to hunt the baby kraken that are growing there. That won&#039;t provide a solution to the problem, but it would be a new source for wealth and resources. &lt;br /&gt;
&lt;br /&gt;
The docks would include massive [[shipyard|shipyards]] capable of outfitting even the largest warships. The facilities would be so grand that the docks could be used to build up to two [[navy|navies]] at once - or perhaps more importantly to [[Navy_orders#Put_to_Port|provide refuge]] to up to two navies at once. Shipwrights would flood to Calvos looking for work, which would provide temporary benefits to all Freeborn fleet owners allowing them to upgrade their fleets for one [[weirwood]] less for a year after completion of the docks. That initial gold rush of opportunity would boost [[Prosperity]] across the Coast, increasing personal income by 7 rings for &#039;&#039;every&#039;&#039; Freeborn character for a year.&lt;br /&gt;
&lt;br /&gt;
The traditional Commonwealth approach to architecture is that any building at scale is designed to be well-defended and the Municipal Docks is no exception. The plans include a pair of robust stone towers jutting up from the waters themselves, equipped with siege weaponry designed to deter an attacking navy. These are accompanied by similar defences intended to protect the nascent city from approach by land. The result is that the docks would act as a basic [[fortification]], making it significantly harder for attackers to capture or damage the settlement.&lt;br /&gt;
&lt;br /&gt;
In line with [[Send_for_me#Great_Works|a recent appraisal]], the plan include facilities for a &#039;&#039;Quaymaster&#039;&#039;. This position would need to be a national position appointed by [[Tally of the Votes]], and be given the responsibility to oversee the operation of the docks and protect them from attack and to direct the work of the shipyards. Including the creation of this title in the [[commission]] of the Municipal Docks would enable the great work to respond to a crisis if the potential to do so were &#039;&#039;explicitly&#039;&#039; identified in an [[opportunity]] that was examined and reported on by the civil service. The title would need to have the ability to supervise the great works and the power to make a single announcement in the Imperial Senate &#039;&#039;if&#039;&#039; they were responding to an opportunity.&lt;br /&gt;
&lt;br /&gt;
Whoever was appointed as Quaymaster would also benefit from the opportunity to purchase select items from Commonwealth captains visiting the Empire. The potential for purchases is low at present, due to the actions of the Asavean pirates, but if that problem could be resolved, new opportunities for the Quaymaster to expand trade might become available.&lt;br /&gt;
&lt;br /&gt;
Crucially - creating the Municipal Docks would create the perfect conditions for Calvos to rival any port on the Bay and to one day grow into a great city. Such growth would take many years - but the Imperial Senate would see the benefits immediately. People would flock to Calvos hoping to grow rich from the young city&#039;s boom by setting up their own businesses. As a result, taxation from the region would increase by 12 thrones a season (although such benefits would be diminished by the upkeep of the Municipal Docks).&lt;br /&gt;
&lt;br /&gt;
===The Sternenmetal Tower===&lt;br /&gt;
* &#039;&#039;&#039;The Empire could build the Sternenmetal Tower in Calvos in exchange for a guarantee of exclusive access to the new Docks for Commonwealth traders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The deal would be for five years, with the potential to renegotiate after this time.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Sternenmetal Tower&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Ministry&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Calvos, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 14 white granite, 42 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates a title &#039;&#039;Sternenmetal Merchant&#039;&#039; who would receive imports of Commonwealth ilium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Requires a guarantee from the Empire that the Municipal Docks would be solely for the use of Commonwealth merchants&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;The Sternenmetal Merchant&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Any&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Any&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Gains five ilium each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 2 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To help Commonwealth traders purchase supplies of mana crystals and other magical materials from Madruga and ensure only Commonwealth vessels can make use of the Municipal Docks.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restriction:&#039;&#039;&#039; Only operation provided the Commonwealth have exclusive access to the Municipal Docks at Calvos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Gisli&#039;s request asked the Professor to consider how trade with the Commonwealth might benefit the new city. The ambassador is the best person to offer such advice, so Gelberg consulted with the Militärattache. They informed the Professor that there was [[For_the_Common_Good#Star_Metal_and_Mana|an outstanding trade offer on the table]] with the Empire - with the Commonwealth looking to sell [[ilium]] and acquire the funds to purchase mana crystals. The work has not yet begun, in part because the Empire are apparently interested in paying for the star iron in mana crystals directly, rather than paying with Imperial coin, while the Militärattache is deeply concerned about any possibility that the Sternenmetal Tower might end up near the Jarmish embassy, allowing prying eyes to see what was happening.&lt;br /&gt;
&lt;br /&gt;
After reviewing the plans originally provided by the Commonwealth, the Professor has found a way to adapt the proposal that will hopefully satisfy all parties. It would not even need a separate commission, &#039;&#039;if&#039;&#039; the Sternenmetal were be built as part of the Municipal Docks. That would ensure that it benefited from the defences that are incorporated in the docks, as well as making it easier for the &#039;&#039;Sternenmetal Merchant&#039;&#039; to help arrange shipments of ilium to the Empire. Best of all, it would be well away from the Jarmish embassy, ideally preventing their spies from uncovering what was going on, and making it difficult for them to attack the operations even if they did discover it.&lt;br /&gt;
&lt;br /&gt;
The Professor&#039;s suggestion is based on the idea that the Commonwealth is given a five year guarantee of exclusive access to the Municipal Docks once they are complete. Obviously Imperial ships will come and go regularly from the port, but the Empire would not permit any other foreign nation to use the grandest, most efficient docks in the entire Empire. That will give some considerable trading advantages to the Commonwealth merchants using the docks. In return they would provide a generous bounty of ilium, 5 rings each season, to the citizen elected to the position of the &#039;&#039;Sternenmetal Merchant&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From everything the Professor has heard about the powerful magics unleashed on Madruga recently, there is every reason to hope that the territory will soon be a source of cheap mana crystals as well as other magical materials. Once people begin to explore the new magically-transfigured marshes and find ways to exploit the wealth, then there is every reason to hope that the Commonwealth will be able to purchase valuable materials for their war effort against the Jarmish. Of course the arrangements won&#039;t be up and running for a year - that&#039;s how long the Docks would take to build - but it is notable that the Commonwealth are increasingly talking of their war with the Jarmish in terms of years...&lt;br /&gt;
&lt;br /&gt;
Obviously this new proposal would replace the original opportunity; only one Sternenmetal Tower can be built. The Militärattache is happy to commit the Commonwealth to these arrangements for a period of five years, with a view to renegotiating the deal after that time.&lt;br /&gt;
&lt;br /&gt;
===Some Alternatives===&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan Delves have extensive knowledge of building in swampy terrain, and are the one group who might be able to rebuild Siroc&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quzar could be a viable alternative to Calvos if the Children of Wrecks are dealt with.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Eternals of Autumn are often enthusiastic about encouraging the growth of cities&#039;&#039;&#039;&lt;br /&gt;
Professor Gelberg and their team are quick to point out that they are not able to explore every possible course of action. There are a number of options which are well outside their areas of expertise. They are enthusiastic about the idea of building a massive docks, but they feel they should point the Empire at some alternatives.&lt;br /&gt;
&lt;br /&gt;
If [[the Brass Coast]] are absolutely set on rebuilding Siroc then he suggests they contact the [[Sarcophan Delves|Sarcophan]]. The entire history of the [[Sarcophan Delves|Delves]] is founded on making the best out of other people&#039;s ruins and much of their city is built in or on marshy ground. If anyone can find a way to try to build something in the flooded and drowned ruins of Siroc, then it is them. The [[Ambassador to the Sarcophan Delves]] could potentially send word to their counterparts letting it be known that there was money to be made in assisting Imperial reconstruction efforts. The Sarcophans are the only ones the Professor knows who possess the skills to direct such a project. However, any experts who were prepared to travel across the world for such a job would certainly charge a premium for their services. As a result the project would be more expensive and less profitable than building up Calvos.&lt;br /&gt;
&lt;br /&gt;
Another alternative to Calvos would be the expansion of the [[Madruga#Lightsea|bustling port town of Quzar]]. While the port, sometimes described as &#039;the soul of the Brass Coast&#039; would be a great option for further development, its proximity to occupied Free Landing and the erratic Children of Wrecks would make any potential development there very hazardous. But once the threat of the Children of Wrecks is ended, then a suitably-worded appraisal of some kind would be bound to identify ways that a similar expansion of Quzar could be arranged. As with Siroc, such work would have to be an alternative to the Municipal Docks at Calvos, there simply aren&#039;t enough people living in Madruga to grow two new cities in such close proximity to each other.&lt;br /&gt;
&lt;br /&gt;
Finally, Professor Gelberg readily admits that their team does not possess a particularly deep knowledge of magical theory or the politics of the [[Realm|realms]]. However, they know enough to observe that the [[Realm#Autumn|realm of Autumn]] is known for its associations with cities and construction projects. [[Ephisis|Die Unsichtbare Hand]] might act as a broker for the services of skilled builders, or else provide other useful services in exchange for suitable remuneration. The fact that she is known to favour the Freeborn may even lead to a better deal, depending on how it is phrased. Alternatively, [[Estavus|Das Feuer der Industrie]] often patronises grand construction projects and could potentially provide assistance with such a project. The [[Archmage of Autumn]] would need to take the lead on making such connections using a [[Archmage#Plenipotentiary|plenipotentiary]] specifically for the purpose.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Actuallythebest001.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Narrowly Missed Opportunity==&lt;br /&gt;
* &#039;&#039;&#039;The judgement in the League Assembly welcoming guests from the Commonwealth has been gratefully received but has not led to a significant increase in visitors&#039;&#039;&#039;&lt;br /&gt;
{{SOP|statement=Citizens of the League! Our siblings-in-Liberty, the Gemeinwesen, the Commonwealth, battle the slaving Princes of Jarm. We, the assembled Bishops of the League exhort you to welcome Commonwealth visitors in our cities, cafes, and salons. Citizens! Commonwealth and Empire, we each have our own wars to fight against the slavers - Plenum or Principalities - and Virtue &amp;amp; Common Good differ profoundly, but here and now let us build up the Tower of our Friendship on the rock that is Liberty.|when=Winter Solstice 386YE|by=Paulus Adelaar von Holberg, League Assembly|vote=250-20 (Greater Majority)}}&lt;br /&gt;
Various notable citizens of Holberg had extended a warm hand of friendship towards the Commonwealth, inviting them to visit the Greatest City in the World during the celebrations of its 250th anniversary. There were suggestions that the League and the Commonwealth might both benefit from greater ties and clearly the city of Holberg has a lot to offer the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
Sadly, with the Lantir War making travel difficult and expensive, most people in the Commonwealth are not minded to risk the dangerous voyage to the other side of the world. The Militärattache had suggested that the League might use a statement of principle to formalise an invitation - but suggested that the wording might be critical. To be appealing to members of the Commonwealth, the statement would need to &#039;&#039;either&#039;&#039; acknowledge that the League believes the search for the Common Good is an admirable goal, or that some spiritual auras can impede free will which is a vital quality of sapient beings, or that the Commonwealth&#039;s war with the Jarmish is a virtuous cause. Or, indeed, all three. &lt;br /&gt;
&lt;br /&gt;
If such a statement received a greater majority, and the sentiment approving of Commonwealth philosophy was clear, it would likely see the enthusiasm for the Commonwealth visitors lead to an [[opportunity]]. In fact the League Assembly did pass a &#039;&#039;similar&#039;&#039; judgement put forward by &#039;&#039;&#039;Paulus Adelaar von Holberg&#039;&#039;&#039; that extended a warm welcome and passed with a greater majority. However the statement, while eloquent and inviting, carefully avoids passing any judgement on the Common Good, and stops short of calling the war against Jarm virtuous. As a result, while there has been interest from the Commonwealth in Holberg this season, the number of visitors has been modest and has not led to any new [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Resolution==&lt;br /&gt;
&lt;br /&gt;
The [[Construct_Municipal_Docks|Municipal Docks]] were commissioned in Winter 387YE, and completed shortly before Autumn Equinox 388YE, hastened by Autumn magic.&lt;br /&gt;
&lt;br /&gt;
--!&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Commonwealth Links}}&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146053</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146053"/>
		<updated>2026-10-05T14:13:02Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
&lt;br /&gt;
[[Opening_ceremonies]]&lt;br /&gt;
&lt;br /&gt;
[[Mushroom,_mushroom,_mushroom#Resolution]]&lt;br /&gt;
&lt;br /&gt;
[[Mermaids_in_the_basement]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=146052</id>
		<title>Mermaids in the basement</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=146052"/>
		<updated>2026-10-05T14:12:46Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Albrecht von Temeschwar stared mournfully at the invader in his study. Time was a precious commodity, one he didn&#039;t have to spare since his class on buttresses was due to start in barely two hour&#039;s time and nearly a third of their papers were not yet marked. Still, it didn&#039;t do to give short shrift to one of La Salle&#039;s people; the chancellor would have his guts for garters. Best to be polite - civil even - he thought with a smile he kept off his face. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry Madam Lutomysla, &amp;quot; he said somewhat unsure of her correct title, &amp;quot;I hadn&#039;t realised your request was... serious.&amp;quot; He spread his hands, painfully aware of what a poor answer that was.&lt;br /&gt;
&lt;br /&gt;
The hard-faced Varushkan woman&#039;s eyes narrowed and her lips pinched. &amp;quot;I see. Well, for future reference... please understand that I am &#039;&#039;always&#039;&#039; serious.&amp;quot; He expected her to say something further, but she fell silent simply staring at him. His eyes fell on the pile of unmarked papers... surely she didn&#039;t expect him to attempt this now?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s just the costs... they would be... incalculable&amp;quot; he protested.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just so I understand you - are you saying that your knowledge of engineering is not sufficient to calculate the costs?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Albrecht bristled with indignation even as he appreciated that was exactly the response his visitor had wanted. &amp;quot;Look&amp;quot; he demanded, pointing to the picture on his wall of the Spider&#039;s Tollkeep. &amp;quot;That was one of finest works of engineering proposed in the Empire! When it was damaged it needed thirty wains of mithril and ten wains of white granite &#039;&#039;just to repair it!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The prognosticator&#039;s gaze didn&#039;t waver, so he tried again. &amp;quot;The Spider&#039;s Kiss spans the Vassa - but it&#039;s barely a mile wide at that point! You&#039;re proposing a bridge, no!, a set of bridges, fifty times that size! It would take literally thousands of wains of white granite to join all those islands to the mainland! It would take decades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it could be done? We could calculate the costs?&amp;quot; she asked in a voice that implied she was asking him to price up a baker&#039;s dozen warm rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No!&amp;quot; he said firmly, trying to keep control of his temper. &amp;quot;It most certainly could &#039;&#039;not&#039;&#039; be done, Madam Lutomysla. The Spider&#039;s Tollkeep is built to withstand the rushing waters of the Vassa. But that terrible river pales into insignificance compared to the winter storms that trouble the Brass Coast. You&#039;d need to design something capable of surviving waves as high as the walls of Holberg! You&#039;d need a way to sink the piles two hundred feet and more into the sea bed. And that&#039;s not counting for all the blood-thirsty monsters the crazy shark worshippers let loose! So no Madam, it can not be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The last was said with a voice of complete finality. Or at least that was what he was aiming for. It always worked with his students. Sadly he had misjudged either his tone or his audience. Possibly both.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of wains...&amp;quot; the woman&#039;s quill moved across the parchment, as she made hurried notes. &amp;quot;And you would need a design capable of withstanding the waves and the monsters.&amp;quot; She looked up at him, and smiled, &amp;quot;Now we&#039;re getting somewhere professor...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Andaman Islands at sunset.jpg|align=left|caption=Under the domination of the Children of Wrecks, the islands of Free Landing and Cazar Straits have become much harder to reach.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=u0yfuLzaS-g}}&lt;br /&gt;
At the Autumn Equinox, the Imperial [[Senate]] approved a [[Senate motion|motion]] calling for an [[appraisal]] into the potential for constructing a bridge between the mainlands and the islands of [[the Brass Coast]] to enable [[army|armies]] to move easily between them. &#039;&#039;[[Appraisal#Lutomysla_Niegoslava|Lutomysla Niegoslava]]&#039;&#039; was selected to investigate the possibilities.&lt;br /&gt;
&lt;br /&gt;
Regrettably, Lutomysla quickly confirms that it is effectively impossible to connect the islands to the mainland with bridges in this way - the costs are astronomical and the work would require a feat of engineering greater than any the Empire has ever achieved. Rather than waste too much time pursuing this approach, the [[Appraisal#The_Prognosticators_Office|prognosticator]] has summarised the problems involved. They&#039;re not &#039;&#039;technically&#039;&#039; insurmountable - but the experienced prognosticator knows a cliff face when she sees one.&lt;br /&gt;
&lt;br /&gt;
This is not an unusual state of affairs - the prognosticator&#039;s role in an appraisal is to &#039;&#039;find&#039;&#039; a solution to a &#039;&#039;&#039;problem&#039;&#039;&#039; the Senate have identified. If it were possible to know what approach would work best before the appraisal has been carried out, then no prognosticators would be needed. The civil service guidance is clear that all prognosticators can [[Appraisal#OOC_Design|ultimately ignore a suggestion]] on &#039;&#039;how&#039;&#039; to solve the problem, if it is clear, this will only make the work more difficult. While that is rare, it definitely applies here.&lt;br /&gt;
&lt;br /&gt;
Rather than linger on what can&#039;t be achieved, Lutomysla has spent what time she has left looking at what might be achieved...&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed Madruga, Seconded Kahraman&amp;quot;&amp;gt;To appraise the construction of bridges between the mainlands and islands of the Brass Coast to remove the island quality. Lutomysla Niegoslava&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Madruga_Made_Anew.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Bridge to Nowhere==&lt;br /&gt;
* &#039;&#039;&#039;Building bridges to join the islands of the Brass Coast to the mainland would be difficult and prohibitively expensive&#039;&#039;&#039;&lt;br /&gt;
The Empire has significant experience creating bridges - the city of [[Sarvos]] has many beautiful constructions that join the mainland to the nearby islands, albeit over shallow waters. The [[Spider&#039;s Tollkeep]] is a unique suspension bridge linking [[Madruga]] and Sarvos, designed by the talented engineer &#039;&#039;Carmen i Dehasa i Erigo&#039;&#039; to bridge a very specific river. These examples are deceptive; however, they all feature relatively small bridges, or at least small in comparison to the distances that would be needed to span the waters of the [[Feroz#Cazar_Straits|Cazaar Straits]] and [[Madruga#Free_Landing|Free Landing]].&lt;br /&gt;
&lt;br /&gt;
The actual bridges themselves would represent a massive investment of time, resources, and labour. Even without the threat of monsters, pirates, and [[Grendel]], these bridges would be built over very deep water indeed. Connecting the six major islands of the [[Feroz#Cazar Straits|Cazar Straits]] - a [[territory#Regions|region]] that runs the length of the [[Feroz]] coastline - would require more than half a dozen miles-long bridges. [[Madruga#Free Landing|Free Landing]] is a little more feasible - by which Lutomysla means it would require &amp;quot;&#039;&#039;only&#039;&#039;&amp;quot; half a dozen bridges. Total costs for the project would end up in excess of three thousand wains of white granite.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RegionsofFeroz.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
That is only the start of the problem - any concrete plan would require both Free Landing and Cazar Straits to be in Imperial hands. Despite  [[Red_skies#Chase_them_where_they_run|recent victories]], Free Landing remains under the control of the Children of Wrecks. In the south, the [[Iron Confederacy]] has [[Red_skies#Swords_of_the_South|taken control]] of the Cazar Straits. The threat posed by the creatures of [[Siakha]] still remains - building anything while literal sea monsters are attacking the builders would be impossible without the use of slaves. Nobody would take that job out of choice, not for all the crowns in [[Emperor Giovanni|Giovanni&#039;s]] purse.&lt;br /&gt;
&lt;br /&gt;
Creating a bridge capable of withstanding the kind of sea storms that occasionally batter the Brass Coast would require a reinforced bridge deck and need supports that reached all the way down to the seabed. The Empire lacks the engineering know-how for such a feat, but it is &#039;&#039;rumoured&#039;&#039; that the [[Commonwealth]] might know a way it could be done. Given the good relations that exist, it is likely that the Empire could find a way to acquire such knowledge if it were genuinely determined to proceed. The [[Ambassador to the Commonwealth]] might make such an enquiry, or a [[Call Winged Messenger|Winged Messenger]] dispatched to [[Patron_of_the_Beurteilung|Professor Gelberg]] might also determine if this is the case.&lt;br /&gt;
&lt;br /&gt;
Even if all the other hurdles could be overcome, the bridges would &#039;&#039;not&#039;&#039; remove the [[Region_qualities#Island|island quality]] from either region. Rather, they would provide the &#039;&#039;bridged&#039;&#039; quality, allowing armies to move between the mainland and the island regions and back again... as long as nobody destroyed any of the bridges. That might suffice, but it is important to remember that the Grendel in particular have demonstrated a talent for smashing bridges up...&lt;br /&gt;
&lt;br /&gt;
Magical alternatives to mundane methods are equally difficult. While some eternals are capable of impressive feats, Lutomysla cautions that their powers are neither boundless nor without cost. The [[Semmerholm#The_Golden_Causeway|Golden Causeway]] is a boon from [[Eleonaris]] that allowed the armies of [[Dawn]] to [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|march across]] the massive [[the Semmerlak|Semmerlak]] to invade [[Ossium]]. But the &#039;&#039;Commander of the Golden Armies&#039;&#039; created the Causeway to enable the Empire to go to war with the [[Druj]]. The &#039;&#039;Queen of Summer&#039;&#039; always seems eager to plunge the Empire and their neighbours into conflict - and is more than ready to use her magic to help make that happen. In many ways, her &amp;quot;payment&amp;quot; was the years of warfare that followed the act. But a causeway in the Brass Coast would offer little in the way of [[glory]]. As [[Red_skies|recent events]] show, the Wreckers are a danger, but they are a pale shadow of the threat cast by the Druj. This project would require dozens of bridges and risks angering the &#039;&#039;Lion of Summer&#039;&#039; if she thinks the Empire are invoking her aid to do something which is beneath her regal demeanour.&lt;br /&gt;
&lt;br /&gt;
[[Adamant]] and [[Estavus]] are more than happy to help the Empire building things - and for &#039;&#039;the King Under the Mountain&#039;&#039; the bigger, the better, and the more white granite is involved the more enthusiastic he tends to be. Having the aid of either eternal would remove the need to ask the Commonwealth to help with the engineering. Adamant could also help protect the commission from casual destruction by the Grendel, if the Empire were prepared to meet the eternal&#039;s price to infuse the bridges with indestructible adamant. However, the &#039;&#039;Deep Dragon&#039;&#039; would be certain to require the Empire to foot the bill, so someone would still have to find at least three thousand wains of white granite. It also risks marring the Empire&#039;s good relations with the &#039;&#039;Throne of Stone&#039;&#039; if, as seems likely, thousands of &#039;&#039;koboldi&#039;&#039; are killed and eaten by the [[Mundane_beasts#Kraken|immature kraken]] and other monsters that currently dwell in the waters while the work is underway. Estavus might take a more pragmatic approach, but any construction she oversees is likely to involve at least as much [[mithril]] as white granite, and while she seems less concerned than Adamant about the wellbeing of her workers she would surely expect a premium be paid for any harm done to them.&lt;br /&gt;
&lt;br /&gt;
When the appraisal was discussed in Senate at the time, there was some debate about whether tunnels would be a better solution than bridges. League engineers are quick to scotch that idea - even the most experienced mining professors of [[Temeschwar]] have never heard of anyone attempting to dig such a massive series of tunnels. They would need to stretch for many miles, all under the seabed. The slightest mistake would mean that the entire thing would collapse and quickly flood even with the best pumps the engineers of [[Holberg]] could design. They are confident that the methods and skills needed to create tunnels under the sea do not exist anywhere in the world.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px; width: 50%; float: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&lt;br /&gt;
====OOC Design====&lt;br /&gt;
&amp;lt;p&amp;gt;Any appraisal involves three elements - the first is the fundamental problem that the players wish to overcome or address. The second element, is the method - the way that the problem will be addressed. The final part is the outcome - the result that will occur if the methods outlined are enacted by the Empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crucial information needed by the plot team to write a useful appraisal response is a clear outline of the problem that the Empire wants addressed. Only if we are certain what problem the players want to deal with can we be confident that the solutions we present will address those issues. We don&#039;t want to give players possible solutions to different problems.&lt;br /&gt;
&lt;br /&gt;
It is usually better to avoid outlining a method for the appraisal, as this can lead to disappointment if it isn&#039;t possible to solve the problem that way. However, it is also better to avoid defining the outcome you want - since that outcome may not be possible. A motion that clearly states what problem the Senate would like addressed is the best way to maximise your chances that the results achieve what the Empire wants.&lt;br /&gt;
&lt;br /&gt;
In this example, the Senate motion stated that the method should be to employ bridges. We&#039;ve ultimately ignored that element, as per the published guidance, because we considered it wouldn&#039;t be possible to construct a vast network of sea bridges in the time of the Empire. The Senate motion also stated that the outcome would be the removal of the island quality. That isn&#039;t possible at this time, so we&#039;ve had to guess at what the problem is that the appraisal was intended to address. We have &#039;&#039;inferred&#039;&#039; that the problem is most likely to be a way to allow the Empire to extend its military control to the island chains, so we&#039;ve offered ways to address that.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Adapt and Prosper==&lt;br /&gt;
* &#039;&#039;&#039;Given the challenges of meeting the terms of the assessment, Lutomysla has looked at alternatives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She has tried to guess what the underlying goals for the Senate motion are&#039;&#039;&#039;&lt;br /&gt;
Lutomysla is frank that the prospects are dim for building enough bridges to the islands to end their current isolation. While it might technically be possible, the volume of white granite required seems prohibitive. The first limit of magic is not what you can achieve but what you can afford, as Lutomysla&#039;s grandmama was fond of saying.&lt;br /&gt;
&lt;br /&gt;
Worse, Lutomysla can see few options to achieve the specific &#039;&#039;outcome&#039;&#039; stated in the motion. Removing the island quality from the Brass Coast archipelago is [[Limits_of_magic#Changing_Qualities|beyond the limits of ritual magic]], and despite Lutomysla&#039;s best efforts, she has not been able to identify any way to achieve that outcome. Even if bridges could be built - the islands would still be islands - and the problems would immediately return if the bridges were destroyed.&lt;br /&gt;
&lt;br /&gt;
That being the case, Lutomysla has focused her remaining efforts on what problem she believes the Senate were looking to solve with this appraisal. The most likely answer is that the [[Military Council]] were looking for a way to extend military control to the islands, but even that creates more questions than it answers. Is the aim a way to quickly move armies to and from the islands, or does the Council simply need a way to secure them from attack? Or is the concern more economic? That the isolation of the islands might be injurious to the Prosperity of the Coast? It is unlikely that the Senate simply want the islands themselves gone, but even that is not unthinkable. Difficult, yes, but not unthinkable.&lt;br /&gt;
&lt;br /&gt;
Lutomysla has tried to look at each of these problems in turn, to outline possible solutions.&lt;br /&gt;
==Reaching the Islands==&lt;br /&gt;
* &#039;&#039;&#039;The cheapest way to enable any Imperial army to reach the islands is to commission a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are ways the Empire could allow two Freeborn armies to reach the islands without building a navy&#039;&#039;&#039;&lt;br /&gt;
The prognosticator hasn&#039;t found any way to be rid of the insular quality of the islands, but she has identified ways the Empire might enable two of the Freeborn armies to reach them. The simplest way to reach the islands is to commission a [[navy]]. That might prove challenging, and the Senate already has the ability to do so, so Lutomysla has left that option to the last.&lt;br /&gt;
===The Red Wind Wharfs===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs could reach the islands at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Creating dedicated berths at Oran would allow the Red Wind Corsairs to cross the straits without delay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Plans for municipal docks at Calvos could be expanded to create the same potential in Madruga&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;New Berths in Oran&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5 weirwood and 15 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows any army with the Forayer quality to move normally between the Cazar Straits and the mainland ignoring the island quality&lt;br /&gt;
* Increases the upkeep of the wharfs by 1 throne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[The Brass Coast]] already has an [[army]] that can reach Free Landing and Cazar Straits. The [[Army_qualities#Forayer|unique ability]] of the [[Red Wind Corsairs]] to put to sea means that they could do so relatively easily. For that matter, they could even transport an army with them if needed.&lt;br /&gt;
{{CaptionedImage|file=RedWindCorsairs_Colour.png|align=left|width=200}}&lt;br /&gt;
The problem with putting to sea - and back again - is the time and risks involved. It takes a season for the army to put to sea, and they are exposed throughout. Delays are expensive, and no general wants their army vulnerable. But the recently completed [[Send_for_me#Wharfage_of_Oran|wharfs at Oran]] offer one way around that problem. If new berths were constructed and set aside for the sole use of the Imperial military, then it would allow the Red Wind Corsairs to move normally between the [[Feroz#Cazar_Straits|Cazar Straits]] and the mainland ignoring the island quality.&lt;br /&gt;
&lt;br /&gt;
The proposals for [[Germinating_a_city#A_Spiritual_Successor|municipal docks in Madruga]] have not yet progressed, but if the Senate wished, then it would be simple to include similar dedicated berths at those docks. Once complete, they would allow the Red Wind Corsairs to move normally between [[Madruga#Free_Landing|Madruga]] and the mainland ignoring the island quality. If both sets of berths were built, then the Red Wind Corsairs could move normally between Free Landing and the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Obviously, this outcome doesn&#039;t allow &#039;&#039;any&#039;&#039; Imperial army to reach the islands quickly - but it does have the advantage of being pleasingly cheap (at least relatively speaking). It would only take 5 wains of weirwood and 15 crowns to build the dedicated berths in Oran - though it would increase the upkeep of the facilities by one throne a season. Professor Gelbert&#039;s municipal docks have not been approved, but if they were, the Senate could easily include dedicated berths in the plans. It would increase the construction costs by an additional 5 wains of weirwood and 15 crowns and increase upkeep by a throne each season, but it would mean all the work could be done at the same time.&lt;br /&gt;
&lt;br /&gt;
===The Alcazar of Flame===&lt;br /&gt;
* &#039;&#039;&#039;Janon has maintained a great interest in the Burning Falcon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal will enable the Falcon to reach the islands if the Empire builds a fane on Free Landing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fane would allow the General of the Burning Falcon to submit a special defensive order to improve natural resupply&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Fane would allow the Keeper of the Flame to exchange liao for crystal fire&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Alcazar of Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Fane&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 16 white granite, 10 mithril, 10 rings of ilium and 78 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows the Burning Falcon to move normally between Free Landing and the Cazar Straits and between the islands and the mainland&lt;br /&gt;
* Allows the Burning Falcon to submit the fervent celebration defensive order, increasing their natural resupply by 250&lt;br /&gt;
* Creates the Freeborn national position, Keeper of the Flame of Passion&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Keeper of the Flame of Passion&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; National Assembly&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restriction:&#039;&#039;&#039; The Keeper can only purchase crystal fire and communicate with Janon if they are a [[Sutannir]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Voice of Janon&lt;br /&gt;
* Can purchase Crystal Fire in exchange for liao at the Fane&lt;br /&gt;
* Can send a winged messenger to the servants of Janon once per summit&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To inflame the passions of the Freeborn people to set the world ablaze&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Enflamed Passions&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;14 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There is another Freeborn army that might be able to reach the islands... if they had the right help. There are far fewer experienced sailors in the [[Burning Falcon]], and they lack the access to the ships and support that the Red Wind Corsairs enjoy. But they do benefit from the friendship and approval of the [[Janon|Shadowed Fire]], the strange eternal of [[Realms#Night|Night]] whose remit is passion and conviction. Aided by the &#039;&#039;Muse of Fire&#039;&#039;, the army already burns with [[Army_qualities#True_Conviction|true conviction]], a fervour that drives them to treat every battle like it is their last.&lt;br /&gt;
{{CaptionedImage|file=BurningFalcon_Colour.png|align=left|width=200}}&lt;br /&gt;
Given their recent history, Lutomysla is able to track down a herald of &#039;&#039;Firebrand&#039;&#039;, a performing musician which calls itself Qraqeb. With some care, she outlines the problem to it... &#039;&#039;&amp;quot;The soldiers of the &#039;Falcon burn with desire to retake their homeland from their enemies, but their ardour is stymied by the treacherous waters. The straits are holding their passions in check... will Shadowed Fire help them unleash their fury on their enemies?&amp;quot;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
Qraqeb soon returns with the answer that Shadowed Fire is eager to support the passionate soldiers of the Burning Falcon, but he cannot do so without a little help from the Empire. If the Coast wishes the Night eternal to aid them, they must build a temple to their passions on the islands. Qraqeb describes the ideal for this temple, a simple palace of white stone that will resound with music and become a crucible for passion. If the Empire grants Shadowed Fire [[Eternal#Dominion_in_the_Empire|dominion over the temple]], then his followers will abide there, joining the soldiers of the Burning Falcon in revelry, dancing and passion whenever they visit the isles. The Alcazar will become a sanctuary for the army, reviving their spirits whenever they might flag. Crucially, once Torchbearer is able to extend their power throughout the region they will ensure that nothing prevents the Falcon from moving swiftly to or from the islands.&lt;br /&gt;
&lt;br /&gt;
After some discussion, it is clear to Lutomysla and her team that Qraqeb is proposing a [[fane]], albeit one that is particularly large and grandiose. That means it would &#039;&#039;have&#039;&#039; to be [[Powers_of_the_Imperial_Senate#Concedence|ceded]] to the eternal to function - a solution the Senate has only rarely permitted in recent times. Janon isn&#039;t asking the Empire to cede the entire region, just the palace itself, but it is clear from the discussions that such a move would permit the eternal to use their power unhindered throughout Free Landing &#039;&#039;and&#039;&#039; the Cazar Straits. &lt;br /&gt;
&lt;br /&gt;
If that happened, then the Alcazar of Flame would allow the Burning Falcon to move normally from Free Landing to the Cazar Straits and from the islands to the mainland. Qraqeb will not be drawn on what magic Shadowed Fire would employ to achieve this, but it assures the prognosticator that the soldiers - nor any local civilians - will not be harmed - all the general need do is issue the relevant orders and Qraqeb and its fellow musicians and performers will handle the rest.&lt;br /&gt;
&lt;br /&gt;
In addition, the Alcazar of Flame would allow heralds of the Night eternal to travel abroad, allowing them to join with the Burning Falcon wherever they were. Their presence would enable the general to submit the &#039;&#039;&#039;fervent celebration&#039;&#039;&#039; defensive order, causing the army to engage in wild festivities and Night-fuelled revelry. Soldiers and anyone living nearby would be drawn into these uninhibited celebrations, raising the blood of all those who took part. The army would regain an &#039;&#039;additional&#039;&#039; 250 force provided they were eligible for [[Casualties#Natural_Resupply|natural resupply]], as they spread Janon&#039;s message of embracing your emotions. The order would default to [[Army_qualities#Fast|desperate reinforcement]] if the army were attacked (in terms of how it affected the army&#039;s ability to defend territory rather than movement).&lt;br /&gt;
&lt;br /&gt;
Janon would require the Freeborn National Assembly to appoint a suitable [[sutannir]] to oversee the celebrations and festivities on the island. This &#039;&#039;Keeper of the Flame&#039;&#039; would be charged by Janon to work to inflame the passions of the Freeborn people, encouraging them to throw caution to the wind and commit themselves utterly to their destiny.&lt;br /&gt;
&lt;br /&gt;
==Defending the Islands==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Song of Salt and Sand&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; None required&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Quzar, Lightsea, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Lashonar may demand payment for their aid)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Requires the agreement of the eternal Lashonar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Allows the Hakima of Salt and Sand to call the corsair families to defend the Brass Coast&lt;br /&gt;
* Creates a garrison of 3,000 force protected just Free Landing and the Cazar Straits for one season&lt;br /&gt;
* Creates a defensive voyage for corsair fleets to join the defence of Free Landing and the Straits&lt;br /&gt;
* Costs the Imperial treasury six thrones each season it is employed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire is concerned about defending the islands from attack, they could fortify them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lashonar could provide a way for the corsairs to defend the islands&#039;&#039;&#039;&lt;br /&gt;
Given the [[Red_skies|recent victory by Imperial fleets]], the Red Wind Corsairs should face little opposition if they attempt to take the islands back from the Children of Wrecks. However, that might not be the case in the future and with the Grendel&#039;s armada still controlling the seas, the islands could easily become a vulnerability for the Empire if their armies cannot reach them. If that is what the Senate are concerned about, then a better alternative might be to look at some way to defend the islands.&lt;br /&gt;
&lt;br /&gt;
The obvious way to do that would be to build a massive [[fortification]] at a suitable location in each territory. That would be expensive, of course, but it would still save a fortune compared to bridging all the islands together. The Empire wouldn&#039;t need an appraisal to do that, so it may be that the Senate considers even this cost too much.&lt;br /&gt;
&lt;br /&gt;
Seeking a cheaper alternative, Lutomysla explores many avenues before finally managing to secure a possibility that could help defend the islands of the Brass Coast. In her view, the best way to defend the islands would be to call on the combined might of the [[corsair]] families. If they sailed to the defence of Madruga or Feroz they would represent an effective force that would prove a powerful deterrent. The problem is how to coordinate the defences - corsair vessels would pile on sail to come to the rescue of their homes from any attacker, but they can&#039;t afford to abandon their livelihoods and commit to this full-time. The Coast would need some way to call their wayward scions home for the fight. &lt;br /&gt;
&lt;br /&gt;
After some searching, Lutomysla discovers a possible solution in the &#039;&#039;Burning Feathers&#039;&#039;, a [[The_Brass_Coast_economic_interests#Paradors|parador]] in Calvos. The establishment is run by a retired corsair who goes by the name of &#039;&#039;Sabella i Tourez i Erigo&#039;&#039; and her husband, a hakima called &#039;&#039;Ramiro i Erigo&#039;&#039;. The Tourez family have a small choir of beautiful songbirds with brilliant red and gold feathers - all of which exhibit a most peculiar talent. The birds know more than a dozen different tunes which they will sing on command, but they always sing the same song, &#039;&#039;no matter how far apart they are&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=LashonarArt.jpg|caption=Lashonar is currently under the [[Alignment#Enmity|enmity]] of the [[Conclave]].|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When pushed, Ramiro admits that the birds were a gift from the &#039;&#039;[[Lashonar|Guardian of the Southern Skies]]&#039;&#039;, though he is coy about what moved the &#039;&#039;Eater-of-Silence&#039;&#039; to make the endowment. What he will say is that they were gifted to the pair many years ago so that they could remain in touch - so he could know that his wife was safe, even while she was far away at sea. Now they are retired, the birds are little but a curio; an amusing entertainment for the guests staying at the Feathers.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is confident that if &#039;&#039;Lashonar the Loquacious&#039;&#039; were approached in the right way, the eternal would be more than happy to provide more songbirds for the people of the Brass Coast. Those corsairs who wanted to help with the defence of the islands could keep one on their boat - while the [[Hakima of Salt and Sand]] could maintain a small breeding flock in a volery. If the need presented itself, the Hakima could call the birds to sing an agreed warning song, which would be immediately mimicked by the birds on the ships. It&#039;s no [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]], but the prognosticator is confident it would work.&lt;br /&gt;
&lt;br /&gt;
If the eternal agreed to support the Coast in this way, then Lutomysla calculates that the Hakima of Salt and Sand could use the songbirds to call the corsair families to the defence of the islands off the coast of Madruga and Feroz. That would amount to a naval garrison with an effective military strength of three thousand that would be effective against any attack on Free Landing or the Cazar Straits. This garrison could benefit further if those corsairs who regularly attend Anvil also took up the call (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; characters with a fleet resource and the corsair archetype could choose to defend the islands).&lt;br /&gt;
&lt;br /&gt;
There are two clear drawbacks to this approach. The first and most obvious is that the eternal Lashonar is under enmity by the [[Conclave]]. It would not be illegal for the Archmage of Night to use a plenipotentiary to discuss the idea with the eternal, but unless the Conclave changed Lashonar&#039;s status, it definitely would be illegal to make any exchange. &lt;br /&gt;
&lt;br /&gt;
The other problem is the costs. The approach wouldn&#039;t require any substantial upfront investment - cages for songbirds are not dear. Lashonar would have to be convinced, however and might demand a high price. It is impossible to tell what price Lashonar they might require for their aid without asking them, but this subtle magic would be well within Lashonar&#039;s purview.&lt;br /&gt;
&lt;br /&gt;
More importantly, calling the corsairs to fight to defend the islands, even for a single season, would mean a loss of trade. Taxes in both Madruga and Feroz would fall - reducing the money flowing to the Imperial treasury by six thrones in the season immediately following the call.&lt;br /&gt;
&lt;br /&gt;
Crucially, the corsairs themselves would lose all their income for the season, unless the guerdon were made available to them in exchange for their efforts. Corsairs who regularly attend Anvil and sailed to the defence of the islands would find themselves with nothing but their personal income the following season - all the corsairs in the Brass Coast would lose out in the same way. They would cheerfully shoulder that burden to protect their homes for a season or two, but if they were being called to defend the islands every season and there was no enemy in sight, they would soon lose patience to match their lost profits.&lt;br /&gt;
&lt;br /&gt;
==Counting the Coins==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Archipelago Parador&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Cazar Straits, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3 wains of mithril, 7 wains of white granite, 2 rings of ilium and 30 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Removes the impoverished quality from the Cazar Straits&lt;br /&gt;
* Creates the Freeborn national position, Proprietor of the Thousand Islands&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Proprieter of the Thousand Islands&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; The Proprietor receives twenty random materials each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To protect the Parador and encourage the Freeborn to embrace change&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The insular quality of Free Landing and the Cazar Straits has not damaged the Prosperity of the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Brass Coast embraces the islands, Azoth will help the people of the Cazar Straits restore their fortunes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Building the Archipelago Parador will remove the impoverished quality from the region&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the most part, Lutomysla concentrates on the military problems posed by the island, but the canny Varushkan does not rule out the possibility that the Senate was concerned about any impact the isolation of the islands might have on the [[Prosperity]] of Madruga and Feroz. While bridges might conceivably have provided some economic benefits, she calculates they would not be significant, if only because sailing to the islands would be likely to remain appealing compared with a slow, dangerous journey along a vast windswept bridge. There may be monsters hunting the waters, but the Freeborn are born to the sea, so there are still plenty of smaller vessels prepared to risk sailing out to the islands to allow trade to occur. These ships aren&#039;t large enough to convey an army across the waters, but they are more than enough to allow the people who live there to get by.&lt;br /&gt;
&lt;br /&gt;
At least that is true in Free Landing. The situation in the Cazar Straits is a little more complicated. The entire territory suffered under the brutal rule of the Grendel governor Rahab. Constantly provoked by Freeborn partisans, the tyrant squeezed his holdings harder and harder with each new assault, desperate to try to replenish his dwindling coffers. He is gone now, but much of the territory, including the Straits, has been left [[Region_qualities#Impoverished|impoverished]] as a result. [[Region_qualities#Abandoned|Abandoned]] and [[Region_qualities#Underpopulated|underpopulated]], there seems to be little hope for the region to recover.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Rebis is fascinated by transformation, and already has an interest in the Brass Coast thanks to the [[Madruga#Crucible|Crucible]] in Madruga.|file=Crucible.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has spent some time in discussions with the servants of [[Azoth|the Rebis]]. This esoteric serpent is fascinated by change and transformation. Rather than offering to help remove their insular quality, &#039;&#039;Crucible&#039;&#039; has instead suggested that it would aid the Freeborn to recover their wealth if they &#039;&#039;embrace&#039;&#039; the changes they have experienced, and look for the new opportunities that the islands might present. The &#039;&#039;Great Work&#039;&#039; claims that the islands are one expression of the true nature of the Freeborn. &#039;&#039;&amp;quot;What are islands, but great ships of stone? Homes afloat upon the sea, encircled by the waters that bear them up to the sky. To live on an island is to dwell upon the sea. What could be more Freeborn than that?&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After discounting a not entirely serious proposal by &#039;&#039;the Azoth&#039;&#039; to find a way to tear Feroz free of the mainland in its entirety, Lutomysla works with the eternal&#039;s heralds to congeal an idea that would provide a concrete benefit to the prosperity of the islands. The Azoth&#039;s peculiar request involves the creation of a new sinecure, which the eternal calls the Archipelago Parador. The eternal&#039;s heralds describe an intriguing restaurant whose kitchens are infused with Night magic, so that every meal they produce is unique in aroma, taste or texture. The alluring prospect of a meal in such an establishment would draw people from afar, eager to sample the wares. The Parador would quickly attract other businesses to the island, helping to create Prosperity and spread it across the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is at pains to stress that the Parador would &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; be a fane. The [[Azoth]] has no interest in the location being ceded to the eternal; in fact, it seems to think that that would be a very bad change for reasons which remain inscrutably opaque. The Crucible would send heralds to help with work in the kitchens of the Parador, but other than that, it seems to have no designs on the place. The eternal&#039;s only requirement is that the [[Senate motion]] or similar, that is used to create the Parador, must explicitly stress the importance of embracing change and make sure that promoting such an attitude is the primary responsibility of whichever Freeborn citizen is elected to oversee the operations of the Parador.&lt;br /&gt;
&lt;br /&gt;
Once the Archipelago Parador was established, its impact would remove the impoverished quality from the Cazar Straits. This benefit would be permanent; if the Azoth were ever subject to [[Alignment|enmity]], the Parador might slowly lose its eclectic nature but the economy of the islands would have already recovered so they would not become destitute.&lt;br /&gt;
&lt;br /&gt;
==The Eye of the Storm==&lt;br /&gt;
* &#039;&#039;&#039;The Archmage  of Winter could use plenipotentiary to ask Khobel Tavah to pull the islands beneath the waves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The impact would be a small loss of life and some economic damage but the islands would be gone&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Queen of the Vast and the King of Nowhere are relative newcomers to the Empire.|file=KhobelTavah.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has found one way that the Empire could be rid of the islands of the Brass Coast. If the [[Archmage of Winter]] used plenipotentiary to approach the &#039;&#039;Monarchs of the Vast&#039;&#039;, Khobel Tavah, then they could implore that eternal to sink the chain of islands beneath the waves. It would need a careful approach as ever, but if the Winter Archmage made it clear that the islands were doomed and that the Empire had decided to cut its losses, then the eternal might be persuaded to help.&lt;br /&gt;
&lt;br /&gt;
Of course, the impact would be severe - some loss of life would be inevitable. The wars that have ravaged the island chains have left them mostly uninhabited, but there are still some Freeborn clinging on. The Empire could warn them of impending destruction, but there are &#039;&#039;always&#039;&#039; some people who refuse to flee.&lt;br /&gt;
&lt;br /&gt;
The permanent loss of the islands wouldn&#039;t damage the economy of Feroz and Madruga - much of what would be lost in that way was swept away by the wreckers. The loss of the islands would mean that wealth would never return, but it would create as many opportunities as it destroyed.&lt;br /&gt;
&lt;br /&gt;
What would be lost is the connection to the past. The islands are often seen as the birthplace of the Brass Coast, tied as they are with [[The_Brass_Coast_history#The_Conquest_of_the_Coast|the story of the three sisters]]. With the [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]] destroyed, can the Freeborn afford to condemn the last of their heritage to the abyss?&lt;br /&gt;
&lt;br /&gt;
Even if the islands meant nothing to anybody, Lutomysla advises caution. Magic of this kind is deeply unpredictable, with far-reaching consequences that are impossible to predict. A forest fire bring news opportunities, but only at the cost of destroying everything it touches...&lt;br /&gt;
&lt;br /&gt;
==Commissioning a Navy==&lt;br /&gt;
* &#039;&#039;&#039;The Empire could commission a navy capable of transporting two armies to the islands&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire cannot launch a navy without building a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire&#039;s military rivals have repeatedly destroyed every Imperial shipyard&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=CorsairZanterr.jpg|caption=The corsair families once held court in Free Landing and Cazar Straits, and might do so again.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As a result of the dreadful magic of [[Siakha|&#039;&#039;the Maelstrom&#039;&#039;]] unleashed on the Coast, the waters separating the islands from the mainland have become treacherous and dangerous to navigate. The terrible sea beasts spawning in the waters will become a threat that only grows with time, but for now, they aren&#039;t powerful enough to prevent a military force from making the crossing. As [[Red_skies#Swords_of_the_South|recent events]] demonstrate, an army or navy can make a passage if they have the means to cross the waters.&lt;br /&gt;
&lt;br /&gt;
The simplest way for the Empire to allow any army to reach the islands would be to employ a [[navy]], ideally one with [[Navy#Large_Hulls|large hulls]] capable of carrying two armies with it. Now that the Red Wind Corsairs have put to sea, they could transport an army to the islands, but a lone navy carrying a single army could be at risk if they were attacked by a large Grendel force. A second navy, could double their fighting strength or more, making any military action on the islands more secure.&lt;br /&gt;
&lt;br /&gt;
Commissioning a navy would require the Empire to maintain a suitable [[shipyard]], which has proved to be a stumbling block. Lutomysla notes that the Grendel took pains to destroy the shipyards at Atalaya, and [[Ratify_treaty_with_the_Grendel_Autumn_383YE|the short-lived peace treaty]] forbade the Empire from building any more. It is clear that the Grendel fear this outcome more than any other.&lt;br /&gt;
&lt;br /&gt;
Commissioning a new shipyard is expensive, but there are some outstanding opportunities that the Empire could take advantage of, such as the [[Germinating_a_city#A_Spiritual_Successor|Municipal Docks]] proposed by &#039;&#039;Professor Gelberg&#039;&#039;. Simply building a shipyard might not be enough however, the Empire would need to find a way to stop the Grendel targeting them. Lutomysla can imagine various possibilities, perhaps defending the shipyard with a massive fortification, or using powerful magic to hide its existence behind impenetrable mists. The prognosticator hasn&#039;t had time to look into this matter in depth, but she would be happy to do so if the Senate used a subsequent appraisal to request it.&lt;br /&gt;
&lt;br /&gt;
===Old Rope===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Expand Elos Shipyards&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Naris, Redoubt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, 10 weirwood, 60 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Elos. A Navy could be commissioned here at the same time the shipyard is being &lt;br /&gt;
built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Rebuild Atalya Shipyards&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, 10 weirwood, 60 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Atalaya. A Navy could be commissioned here at the same time the shipyard is being &lt;br /&gt;
built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Expand Oran Wharf&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 white granite, 20 weirwood, 105 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Oranseri.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Open-ended or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The cheapest option would be to expand the facilities at Elos and Atalya into a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Either facility would allow the Empire to commission a navy while the shipyards were being built&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The wharfs at Oran are less expansive but could still be expanded to build a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only Oran is under Imperial control at this time&#039;&#039;&#039;&lt;br /&gt;
There is a set of outstanding opportunities to build new shipyards, which could cut costs and, in some cases, save precious time. It would require 10 wains of white granite, 10 wains of weirwood and 60 crowns to [[Elosian_Architect#Further_Opportunities|expand the existing facilities at Elos into a new shipyard]], and the Empire could commission a navy as soon as the work began, potentially allowing them to launch a new navy a season earlier. &lt;br /&gt;
&lt;br /&gt;
A similar opportunity exists to expand the docks at [[Madruga#The_Atalaya_Shipyards_(Ruined)|Atalya]], given that Miroslav&#039;s seawall still exists. This would cost 10 wains of white granite, 10 wains of weirwood, and 60 crowns to create a shipyard here, and work could start on a new navy in the same season the shipyard was being built. Any facility here would be exposed to attack from the Grendel, but it would be a bold restatement of the Freeborn commitment to control their own destiny and their own waters. Given the destruction of the Shining Pillar at the hands of the Children of Wrecks, it would help to raise sentiment across the Coast.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Elos docks are currently in the control of the Grendel, and Atalya Harbour was seized by the Wreckers. The Children of Wrecks navy might be gone, but the pirates still control Free Landing, at least for now. Nothing could be done with either of them until they are back in Imperial control, and Lutomysla warns that it&#039;s impossible to know what state the docks will be in by the time the Empire does reclaim them.&lt;br /&gt;
&lt;br /&gt;
Realistically, it might be more practical to [[Corsair_of_Oran#Expansion|upgrade the wharfs at Oran]]. That would be more expensive, costing 15 wains of weirwood, 20 wains of white granite, and 105 crowns. It wouldn&#039;t make building a navy any quicker, but it would secure Oran&#039;s position as a crucial port on the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
===New Sails===&lt;br /&gt;
* &#039;&#039;&#039;Urizen has an existing opportunity that could allow them to raise a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire had a shipyard, they could use the prow of the Storm&#039;s Child to commission a new Freeborn navy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assuming that the Empire had access to a shipyard, they could commission a navy, but it would cost 200 wains of weirwood. There is nobody working in the [[Appraisal#The_Prognosticators_Office|prognosticators office]] today who is capable of devising solutions that are &#039;&#039;cheaper&#039;&#039; than the standard methods. Whatever happens, raising a navy is going to be expensive.&lt;br /&gt;
&lt;br /&gt;
However, there are other limitations as well. Several Imperial nations are already supporting as many forces as they can, including every nation that adjoins the Bay of Catazar. [[Urizen]], [[The Brass Coast]] and [[Highguard]] are all supporting as many forces as their nation can supply and [[the League]] will be in a similar situation as soon as their [[Raise_Third_League_Army|new army is completed]]. There seems to be little point in building a shipyard if the Empire cannot supply a navy.&lt;br /&gt;
&lt;br /&gt;
Where there is a will, there is a way, however. The people of Urizen have an existing [[opportunity]] that would allow them to raise a navy if they were able to [[An_angry_blade#Dear_Perfection|build all the maritime infrastructure required]]. The Nostos and Elos Docks are now complete, though of course the latter would need to be in Imperial hands to serve in that capacity. But if the Empire reclaims Elos without major damage, and constructs the Cargo Cranes, then they could support a navy in addition to the [[Citadel Guard]] and the [[Argent Sword]].&lt;br /&gt;
&lt;br /&gt;
In the meantime, another opportunity has presented itself that might be useful. The Empire could employ the mystique surrounding [[Red_skies#Game_Information|the prow of the Storm&#039;s Child]] - the flagship of the Gathered Storm, which bears the stolen figurehead which once sailed at the front of the Freeborn Storm.&lt;br /&gt;
&lt;br /&gt;
If the prow were given to the Freeborn egregores, they could use it to rally the families to support the creation of a new navy. It would need to have a new name, it is decades before anyone will be ready for the Freeborn Storm to ride the waves again. But the prow would be a symbol of the Freeborn victory over their enemies and an important link to the past. It would inspire corsairs and others to join the new flotilla and seize the opportunity to take the battle for control of the waves to the Grendel. The Empire would still need a shipyard - there&#039;s no easy way to get around that problem - but with the additional support that the prow would produce, the Brass Coast could afford to supply an additional force, provided it were a navy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Resolution==&lt;br /&gt;
&lt;br /&gt;
- The [[Construct_Red_Wind_Wharfs|Red Wind Wharfs]] were commissioned in Summer 388YE and completed shortly afterwards.&lt;br /&gt;
- A fane to [[Janon]] has not been constructed in Free Landing.&lt;br /&gt;
- Lashonar has not been publicly approached about fortifying the islands.&lt;br /&gt;
- The Archipelago Parador has not been commissioned.&lt;br /&gt;
- [[Kobel Tavah]] was not asked to pull the islands beneath the waves.&lt;br /&gt;
- None of the proposed shipyards have been commissioned yet.&lt;br /&gt;
&lt;br /&gt;
--!&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Appraisal]]&lt;br /&gt;
* [[The Brass Coast]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Germinating_a_city#A_Spiritual_Successor|Germinating a city]] - 387YE Spring wind of fortune with an opportunity to build a shipyard that can raise and/or harbour two navies at once&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=146051</id>
		<title>Mermaids in the basement</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=146051"/>
		<updated>2026-10-05T14:02:28Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Albrecht von Temeschwar stared mournfully at the invader in his study. Time was a precious commodity, one he didn&#039;t have to spare since his class on buttresses was due to start in barely two hour&#039;s time and nearly a third of their papers were not yet marked. Still, it didn&#039;t do to give short shrift to one of La Salle&#039;s people; the chancellor would have his guts for garters. Best to be polite - civil even - he thought with a smile he kept off his face. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry Madam Lutomysla, &amp;quot; he said somewhat unsure of her correct title, &amp;quot;I hadn&#039;t realised your request was... serious.&amp;quot; He spread his hands, painfully aware of what a poor answer that was.&lt;br /&gt;
&lt;br /&gt;
The hard-faced Varushkan woman&#039;s eyes narrowed and her lips pinched. &amp;quot;I see. Well, for future reference... please understand that I am &#039;&#039;always&#039;&#039; serious.&amp;quot; He expected her to say something further, but she fell silent simply staring at him. His eyes fell on the pile of unmarked papers... surely she didn&#039;t expect him to attempt this now?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s just the costs... they would be... incalculable&amp;quot; he protested.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just so I understand you - are you saying that your knowledge of engineering is not sufficient to calculate the costs?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Albrecht bristled with indignation even as he appreciated that was exactly the response his visitor had wanted. &amp;quot;Look&amp;quot; he demanded, pointing to the picture on his wall of the Spider&#039;s Tollkeep. &amp;quot;That was one of finest works of engineering proposed in the Empire! When it was damaged it needed thirty wains of mithril and ten wains of white granite &#039;&#039;just to repair it!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The prognosticator&#039;s gaze didn&#039;t waver, so he tried again. &amp;quot;The Spider&#039;s Kiss spans the Vassa - but it&#039;s barely a mile wide at that point! You&#039;re proposing a bridge, no!, a set of bridges, fifty times that size! It would take literally thousands of wains of white granite to join all those islands to the mainland! It would take decades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it could be done? We could calculate the costs?&amp;quot; she asked in a voice that implied she was asking him to price up a baker&#039;s dozen warm rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No!&amp;quot; he said firmly, trying to keep control of his temper. &amp;quot;It most certainly could &#039;&#039;not&#039;&#039; be done, Madam Lutomysla. The Spider&#039;s Tollkeep is built to withstand the rushing waters of the Vassa. But that terrible river pales into insignificance compared to the winter storms that trouble the Brass Coast. You&#039;d need to design something capable of surviving waves as high as the walls of Holberg! You&#039;d need a way to sink the piles two hundred feet and more into the sea bed. And that&#039;s not counting for all the blood-thirsty monsters the crazy shark worshippers let loose! So no Madam, it can not be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The last was said with a voice of complete finality. Or at least that was what he was aiming for. It always worked with his students. Sadly he had misjudged either his tone or his audience. Possibly both.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of wains...&amp;quot; the woman&#039;s quill moved across the parchment, as she made hurried notes. &amp;quot;And you would need a design capable of withstanding the waves and the monsters.&amp;quot; She looked up at him, and smiled, &amp;quot;Now we&#039;re getting somewhere professor...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Andaman Islands at sunset.jpg|align=left|caption=Under the domination of the Children of Wrecks, the islands of Free Landing and Cazar Straits have become much harder to reach.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=u0yfuLzaS-g}}&lt;br /&gt;
At the Autumn Equinox, the Imperial [[Senate]] approved a [[Senate motion|motion]] calling for an [[appraisal]] into the potential for constructing a bridge between the mainlands and the islands of [[the Brass Coast]] to enable [[army|armies]] to move easily between them. &#039;&#039;[[Appraisal#Lutomysla_Niegoslava|Lutomysla Niegoslava]]&#039;&#039; was selected to investigate the possibilities.&lt;br /&gt;
&lt;br /&gt;
Regrettably, Lutomysla quickly confirms that it is effectively impossible to connect the islands to the mainland with bridges in this way - the costs are astronomical and the work would require a feat of engineering greater than any the Empire has ever achieved. Rather than waste too much time pursuing this approach, the [[Appraisal#The_Prognosticators_Office|prognosticator]] has summarised the problems involved. They&#039;re not &#039;&#039;technically&#039;&#039; insurmountable - but the experienced prognosticator knows a cliff face when she sees one.&lt;br /&gt;
&lt;br /&gt;
This is not an unusual state of affairs - the prognosticator&#039;s role in an appraisal is to &#039;&#039;find&#039;&#039; a solution to a &#039;&#039;&#039;problem&#039;&#039;&#039; the Senate have identified. If it were possible to know what approach would work best before the appraisal has been carried out, then no prognosticators would be needed. The civil service guidance is clear that all prognosticators can [[Appraisal#OOC_Design|ultimately ignore a suggestion]] on &#039;&#039;how&#039;&#039; to solve the problem, if it is clear, this will only make the work more difficult. While that is rare, it definitely applies here.&lt;br /&gt;
&lt;br /&gt;
Rather than linger on what can&#039;t be achieved, Lutomysla has spent what time she has left looking at what might be achieved...&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed Madruga, Seconded Kahraman&amp;quot;&amp;gt;To appraise the construction of bridges between the mainlands and islands of the Brass Coast to remove the island quality. Lutomysla Niegoslava&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Madruga_Made_Anew.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Bridge to Nowhere==&lt;br /&gt;
* &#039;&#039;&#039;Building bridges to join the islands of the Brass Coast to the mainland would be difficult and prohibitively expensive&#039;&#039;&#039;&lt;br /&gt;
The Empire has significant experience creating bridges - the city of [[Sarvos]] has many beautiful constructions that join the mainland to the nearby islands, albeit over shallow waters. The [[Spider&#039;s Tollkeep]] is a unique suspension bridge linking [[Madruga]] and Sarvos, designed by the talented engineer &#039;&#039;Carmen i Dehasa i Erigo&#039;&#039; to bridge a very specific river. These examples are deceptive; however, they all feature relatively small bridges, or at least small in comparison to the distances that would be needed to span the waters of the [[Feroz#Cazar_Straits|Cazaar Straits]] and [[Madruga#Free_Landing|Free Landing]].&lt;br /&gt;
&lt;br /&gt;
The actual bridges themselves would represent a massive investment of time, resources, and labour. Even without the threat of monsters, pirates, and [[Grendel]], these bridges would be built over very deep water indeed. Connecting the six major islands of the [[Feroz#Cazar Straits|Cazar Straits]] - a [[territory#Regions|region]] that runs the length of the [[Feroz]] coastline - would require more than half a dozen miles-long bridges. [[Madruga#Free Landing|Free Landing]] is a little more feasible - by which Lutomysla means it would require &amp;quot;&#039;&#039;only&#039;&#039;&amp;quot; half a dozen bridges. Total costs for the project would end up in excess of three thousand wains of white granite.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RegionsofFeroz.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
That is only the start of the problem - any concrete plan would require both Free Landing and Cazar Straits to be in Imperial hands. Despite  [[Red_skies#Chase_them_where_they_run|recent victories]], Free Landing remains under the control of the Children of Wrecks. In the south, the [[Iron Confederacy]] has [[Red_skies#Swords_of_the_South|taken control]] of the Cazar Straits. The threat posed by the creatures of [[Siakha]] still remains - building anything while literal sea monsters are attacking the builders would be impossible without the use of slaves. Nobody would take that job out of choice, not for all the crowns in [[Emperor Giovanni|Giovanni&#039;s]] purse.&lt;br /&gt;
&lt;br /&gt;
Creating a bridge capable of withstanding the kind of sea storms that occasionally batter the Brass Coast would require a reinforced bridge deck and need supports that reached all the way down to the seabed. The Empire lacks the engineering know-how for such a feat, but it is &#039;&#039;rumoured&#039;&#039; that the [[Commonwealth]] might know a way it could be done. Given the good relations that exist, it is likely that the Empire could find a way to acquire such knowledge if it were genuinely determined to proceed. The [[Ambassador to the Commonwealth]] might make such an enquiry, or a [[Call Winged Messenger|Winged Messenger]] dispatched to [[Patron_of_the_Beurteilung|Professor Gelberg]] might also determine if this is the case.&lt;br /&gt;
&lt;br /&gt;
Even if all the other hurdles could be overcome, the bridges would &#039;&#039;not&#039;&#039; remove the [[Region_qualities#Island|island quality]] from either region. Rather, they would provide the &#039;&#039;bridged&#039;&#039; quality, allowing armies to move between the mainland and the island regions and back again... as long as nobody destroyed any of the bridges. That might suffice, but it is important to remember that the Grendel in particular have demonstrated a talent for smashing bridges up...&lt;br /&gt;
&lt;br /&gt;
Magical alternatives to mundane methods are equally difficult. While some eternals are capable of impressive feats, Lutomysla cautions that their powers are neither boundless nor without cost. The [[Semmerholm#The_Golden_Causeway|Golden Causeway]] is a boon from [[Eleonaris]] that allowed the armies of [[Dawn]] to [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|march across]] the massive [[the Semmerlak|Semmerlak]] to invade [[Ossium]]. But the &#039;&#039;Commander of the Golden Armies&#039;&#039; created the Causeway to enable the Empire to go to war with the [[Druj]]. The &#039;&#039;Queen of Summer&#039;&#039; always seems eager to plunge the Empire and their neighbours into conflict - and is more than ready to use her magic to help make that happen. In many ways, her &amp;quot;payment&amp;quot; was the years of warfare that followed the act. But a causeway in the Brass Coast would offer little in the way of [[glory]]. As [[Red_skies|recent events]] show, the Wreckers are a danger, but they are a pale shadow of the threat cast by the Druj. This project would require dozens of bridges and risks angering the &#039;&#039;Lion of Summer&#039;&#039; if she thinks the Empire are invoking her aid to do something which is beneath her regal demeanour.&lt;br /&gt;
&lt;br /&gt;
[[Adamant]] and [[Estavus]] are more than happy to help the Empire building things - and for &#039;&#039;the King Under the Mountain&#039;&#039; the bigger, the better, and the more white granite is involved the more enthusiastic he tends to be. Having the aid of either eternal would remove the need to ask the Commonwealth to help with the engineering. Adamant could also help protect the commission from casual destruction by the Grendel, if the Empire were prepared to meet the eternal&#039;s price to infuse the bridges with indestructible adamant. However, the &#039;&#039;Deep Dragon&#039;&#039; would be certain to require the Empire to foot the bill, so someone would still have to find at least three thousand wains of white granite. It also risks marring the Empire&#039;s good relations with the &#039;&#039;Throne of Stone&#039;&#039; if, as seems likely, thousands of &#039;&#039;koboldi&#039;&#039; are killed and eaten by the [[Mundane_beasts#Kraken|immature kraken]] and other monsters that currently dwell in the waters while the work is underway. Estavus might take a more pragmatic approach, but any construction she oversees is likely to involve at least as much [[mithril]] as white granite, and while she seems less concerned than Adamant about the wellbeing of her workers she would surely expect a premium be paid for any harm done to them.&lt;br /&gt;
&lt;br /&gt;
When the appraisal was discussed in Senate at the time, there was some debate about whether tunnels would be a better solution than bridges. League engineers are quick to scotch that idea - even the most experienced mining professors of [[Temeschwar]] have never heard of anyone attempting to dig such a massive series of tunnels. They would need to stretch for many miles, all under the seabed. The slightest mistake would mean that the entire thing would collapse and quickly flood even with the best pumps the engineers of [[Holberg]] could design. They are confident that the methods and skills needed to create tunnels under the sea do not exist anywhere in the world.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px; width: 50%; float: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&lt;br /&gt;
====OOC Design====&lt;br /&gt;
&amp;lt;p&amp;gt;Any appraisal involves three elements - the first is the fundamental problem that the players wish to overcome or address. The second element, is the method - the way that the problem will be addressed. The final part is the outcome - the result that will occur if the methods outlined are enacted by the Empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crucial information needed by the plot team to write a useful appraisal response is a clear outline of the problem that the Empire wants addressed. Only if we are certain what problem the players want to deal with can we be confident that the solutions we present will address those issues. We don&#039;t want to give players possible solutions to different problems.&lt;br /&gt;
&lt;br /&gt;
It is usually better to avoid outlining a method for the appraisal, as this can lead to disappointment if it isn&#039;t possible to solve the problem that way. However, it is also better to avoid defining the outcome you want - since that outcome may not be possible. A motion that clearly states what problem the Senate would like addressed is the best way to maximise your chances that the results achieve what the Empire wants.&lt;br /&gt;
&lt;br /&gt;
In this example, the Senate motion stated that the method should be to employ bridges. We&#039;ve ultimately ignored that element, as per the published guidance, because we considered it wouldn&#039;t be possible to construct a vast network of sea bridges in the time of the Empire. The Senate motion also stated that the outcome would be the removal of the island quality. That isn&#039;t possible at this time, so we&#039;ve had to guess at what the problem is that the appraisal was intended to address. We have &#039;&#039;inferred&#039;&#039; that the problem is most likely to be a way to allow the Empire to extend its military control to the island chains, so we&#039;ve offered ways to address that.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Adapt and Prosper==&lt;br /&gt;
* &#039;&#039;&#039;Given the challenges of meeting the terms of the assessment, Lutomysla has looked at alternatives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She has tried to guess what the underlying goals for the Senate motion are&#039;&#039;&#039;&lt;br /&gt;
Lutomysla is frank that the prospects are dim for building enough bridges to the islands to end their current isolation. While it might technically be possible, the volume of white granite required seems prohibitive. The first limit of magic is not what you can achieve but what you can afford, as Lutomysla&#039;s grandmama was fond of saying.&lt;br /&gt;
&lt;br /&gt;
Worse, Lutomysla can see few options to achieve the specific &#039;&#039;outcome&#039;&#039; stated in the motion. Removing the island quality from the Brass Coast archipelago is [[Limits_of_magic#Changing_Qualities|beyond the limits of ritual magic]], and despite Lutomysla&#039;s best efforts, she has not been able to identify any way to achieve that outcome. Even if bridges could be built - the islands would still be islands - and the problems would immediately return if the bridges were destroyed.&lt;br /&gt;
&lt;br /&gt;
That being the case, Lutomysla has focused her remaining efforts on what problem she believes the Senate were looking to solve with this appraisal. The most likely answer is that the [[Military Council]] were looking for a way to extend military control to the islands, but even that creates more questions than it answers. Is the aim a way to quickly move armies to and from the islands, or does the Council simply need a way to secure them from attack? Or is the concern more economic? That the isolation of the islands might be injurious to the Prosperity of the Coast? It is unlikely that the Senate simply want the islands themselves gone, but even that is not unthinkable. Difficult, yes, but not unthinkable.&lt;br /&gt;
&lt;br /&gt;
Lutomysla has tried to look at each of these problems in turn, to outline possible solutions.&lt;br /&gt;
==Reaching the Islands==&lt;br /&gt;
* &#039;&#039;&#039;The cheapest way to enable any Imperial army to reach the islands is to commission a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are ways the Empire could allow two Freeborn armies to reach the islands without building a navy&#039;&#039;&#039;&lt;br /&gt;
The prognosticator hasn&#039;t found any way to be rid of the insular quality of the islands, but she has identified ways the Empire might enable two of the Freeborn armies to reach them. The simplest way to reach the islands is to commission a [[navy]]. That might prove challenging, and the Senate already has the ability to do so, so Lutomysla has left that option to the last.&lt;br /&gt;
===The Red Wind Wharfs===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs could reach the islands at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Creating dedicated berths at Oran would allow the Red Wind Corsairs to cross the straits without delay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Plans for municipal docks at Calvos could be expanded to create the same potential in Madruga&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;New Berths in Oran&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 5 weirwood and 15 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows any army with the Forayer quality to move normally between the Cazar Straits and the mainland ignoring the island quality&lt;br /&gt;
* Increases the upkeep of the wharfs by 1 throne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[The Brass Coast]] already has an [[army]] that can reach Free Landing and Cazar Straits. The [[Army_qualities#Forayer|unique ability]] of the [[Red Wind Corsairs]] to put to sea means that they could do so relatively easily. For that matter, they could even transport an army with them if needed.&lt;br /&gt;
{{CaptionedImage|file=RedWindCorsairs_Colour.png|align=left|width=200}}&lt;br /&gt;
The problem with putting to sea - and back again - is the time and risks involved. It takes a season for the army to put to sea, and they are exposed throughout. Delays are expensive, and no general wants their army vulnerable. But the recently completed [[Send_for_me#Wharfage_of_Oran|wharfs at Oran]] offer one way around that problem. If new berths were constructed and set aside for the sole use of the Imperial military, then it would allow the Red Wind Corsairs to move normally between the [[Feroz#Cazar_Straits|Cazar Straits]] and the mainland ignoring the island quality.&lt;br /&gt;
&lt;br /&gt;
The proposals for [[Germinating_a_city#A_Spiritual_Successor|municipal docks in Madruga]] have not yet progressed, but if the Senate wished, then it would be simple to include similar dedicated berths at those docks. Once complete, they would allow the Red Wind Corsairs to move normally between [[Madruga#Free_Landing|Madruga]] and the mainland ignoring the island quality. If both sets of berths were built, then the Red Wind Corsairs could move normally between Free Landing and the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Obviously, this outcome doesn&#039;t allow &#039;&#039;any&#039;&#039; Imperial army to reach the islands quickly - but it does have the advantage of being pleasingly cheap (at least relatively speaking). It would only take 5 wains of weirwood and 15 crowns to build the dedicated berths in Oran - though it would increase the upkeep of the facilities by one throne a season. Professor Gelbert&#039;s municipal docks have not been approved, but if they were, the Senate could easily include dedicated berths in the plans. It would increase the construction costs by an additional 5 wains of weirwood and 15 crowns and increase upkeep by a throne each season, but it would mean all the work could be done at the same time.&lt;br /&gt;
&lt;br /&gt;
===The Alcazar of Flame===&lt;br /&gt;
* &#039;&#039;&#039;Janon has maintained a great interest in the Burning Falcon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal will enable the Falcon to reach the islands if the Empire builds a fane on Free Landing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fane would allow the General of the Burning Falcon to submit a special defensive order to improve natural resupply&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Fane would allow the Keeper of the Flame to exchange liao for crystal fire&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Alcazar of Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Fane&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 16 white granite, 10 mithril, 10 rings of ilium and 78 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows the Burning Falcon to move normally between Free Landing and the Cazar Straits and between the islands and the mainland&lt;br /&gt;
* Allows the Burning Falcon to submit the fervent celebration defensive order, increasing their natural resupply by 250&lt;br /&gt;
* Creates the Freeborn national position, Keeper of the Flame of Passion&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Keeper of the Flame of Passion&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; National Assembly&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restriction:&#039;&#039;&#039; The Keeper can only purchase crystal fire and communicate with Janon if they are a [[Sutannir]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Voice of Janon&lt;br /&gt;
* Can purchase Crystal Fire in exchange for liao at the Fane&lt;br /&gt;
* Can send a winged messenger to the servants of Janon once per summit&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To inflame the passions of the Freeborn people to set the world ablaze&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Enflamed Passions&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;14 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There is another Freeborn army that might be able to reach the islands... if they had the right help. There are far fewer experienced sailors in the [[Burning Falcon]], and they lack the access to the ships and support that the Red Wind Corsairs enjoy. But they do benefit from the friendship and approval of the [[Janon|Shadowed Fire]], the strange eternal of [[Realms#Night|Night]] whose remit is passion and conviction. Aided by the &#039;&#039;Muse of Fire&#039;&#039;, the army already burns with [[Army_qualities#True_Conviction|true conviction]], a fervour that drives them to treat every battle like it is their last.&lt;br /&gt;
{{CaptionedImage|file=BurningFalcon_Colour.png|align=left|width=200}}&lt;br /&gt;
Given their recent history, Lutomysla is able to track down a herald of &#039;&#039;Firebrand&#039;&#039;, a performing musician which calls itself Qraqeb. With some care, she outlines the problem to it... &#039;&#039;&amp;quot;The soldiers of the &#039;Falcon burn with desire to retake their homeland from their enemies, but their ardour is stymied by the treacherous waters. The straits are holding their passions in check... will Shadowed Fire help them unleash their fury on their enemies?&amp;quot;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
Qraqeb soon returns with the answer that Shadowed Fire is eager to support the passionate soldiers of the Burning Falcon, but he cannot do so without a little help from the Empire. If the Coast wishes the Night eternal to aid them, they must build a temple to their passions on the islands. Qraqeb describes the ideal for this temple, a simple palace of white stone that will resound with music and become a crucible for passion. If the Empire grants Shadowed Fire [[Eternal#Dominion_in_the_Empire|dominion over the temple]], then his followers will abide there, joining the soldiers of the Burning Falcon in revelry, dancing and passion whenever they visit the isles. The Alcazar will become a sanctuary for the army, reviving their spirits whenever they might flag. Crucially, once Torchbearer is able to extend their power throughout the region they will ensure that nothing prevents the Falcon from moving swiftly to or from the islands.&lt;br /&gt;
&lt;br /&gt;
After some discussion, it is clear to Lutomysla and her team that Qraqeb is proposing a [[fane]], albeit one that is particularly large and grandiose. That means it would &#039;&#039;have&#039;&#039; to be [[Powers_of_the_Imperial_Senate#Concedence|ceded]] to the eternal to function - a solution the Senate has only rarely permitted in recent times. Janon isn&#039;t asking the Empire to cede the entire region, just the palace itself, but it is clear from the discussions that such a move would permit the eternal to use their power unhindered throughout Free Landing &#039;&#039;and&#039;&#039; the Cazar Straits. &lt;br /&gt;
&lt;br /&gt;
If that happened, then the Alcazar of Flame would allow the Burning Falcon to move normally from Free Landing to the Cazar Straits and from the islands to the mainland. Qraqeb will not be drawn on what magic Shadowed Fire would employ to achieve this, but it assures the prognosticator that the soldiers - nor any local civilians - will not be harmed - all the general need do is issue the relevant orders and Qraqeb and its fellow musicians and performers will handle the rest.&lt;br /&gt;
&lt;br /&gt;
In addition, the Alcazar of Flame would allow heralds of the Night eternal to travel abroad, allowing them to join with the Burning Falcon wherever they were. Their presence would enable the general to submit the &#039;&#039;&#039;fervent celebration&#039;&#039;&#039; defensive order, causing the army to engage in wild festivities and Night-fuelled revelry. Soldiers and anyone living nearby would be drawn into these uninhibited celebrations, raising the blood of all those who took part. The army would regain an &#039;&#039;additional&#039;&#039; 250 force provided they were eligible for [[Casualties#Natural_Resupply|natural resupply]], as they spread Janon&#039;s message of embracing your emotions. The order would default to [[Army_qualities#Fast|desperate reinforcement]] if the army were attacked (in terms of how it affected the army&#039;s ability to defend territory rather than movement).&lt;br /&gt;
&lt;br /&gt;
Janon would require the Freeborn National Assembly to appoint a suitable [[sutannir]] to oversee the celebrations and festivities on the island. This &#039;&#039;Keeper of the Flame&#039;&#039; would be charged by Janon to work to inflame the passions of the Freeborn people, encouraging them to throw caution to the wind and commit themselves utterly to their destiny.&lt;br /&gt;
&lt;br /&gt;
==Defending the Islands==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Song of Salt and Sand&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; None required&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Quzar, Lightsea, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Free (Lashonar may demand payment for their aid)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Requires the agreement of the eternal Lashonar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Allows the Hakima of Salt and Sand to call the corsair families to defend the Brass Coast&lt;br /&gt;
* Creates a garrison of 3,000 force protected just Free Landing and the Cazar Straits for one season&lt;br /&gt;
* Creates a defensive voyage for corsair fleets to join the defence of Free Landing and the Straits&lt;br /&gt;
* Costs the Imperial treasury six thrones each season it is employed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire is concerned about defending the islands from attack, they could fortify them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lashonar could provide a way for the corsairs to defend the islands&#039;&#039;&#039;&lt;br /&gt;
Given the [[Red_skies|recent victory by Imperial fleets]], the Red Wind Corsairs should face little opposition if they attempt to take the islands back from the Children of Wrecks. However, that might not be the case in the future and with the Grendel&#039;s armada still controlling the seas, the islands could easily become a vulnerability for the Empire if their armies cannot reach them. If that is what the Senate are concerned about, then a better alternative might be to look at some way to defend the islands.&lt;br /&gt;
&lt;br /&gt;
The obvious way to do that would be to build a massive [[fortification]] at a suitable location in each territory. That would be expensive, of course, but it would still save a fortune compared to bridging all the islands together. The Empire wouldn&#039;t need an appraisal to do that, so it may be that the Senate considers even this cost too much.&lt;br /&gt;
&lt;br /&gt;
Seeking a cheaper alternative, Lutomysla explores many avenues before finally managing to secure a possibility that could help defend the islands of the Brass Coast. In her view, the best way to defend the islands would be to call on the combined might of the [[corsair]] families. If they sailed to the defence of Madruga or Feroz they would represent an effective force that would prove a powerful deterrent. The problem is how to coordinate the defences - corsair vessels would pile on sail to come to the rescue of their homes from any attacker, but they can&#039;t afford to abandon their livelihoods and commit to this full-time. The Coast would need some way to call their wayward scions home for the fight. &lt;br /&gt;
&lt;br /&gt;
After some searching, Lutomysla discovers a possible solution in the &#039;&#039;Burning Feathers&#039;&#039;, a [[The_Brass_Coast_economic_interests#Paradors|parador]] in Calvos. The establishment is run by a retired corsair who goes by the name of &#039;&#039;Sabella i Tourez i Erigo&#039;&#039; and her husband, a hakima called &#039;&#039;Ramiro i Erigo&#039;&#039;. The Tourez family have a small choir of beautiful songbirds with brilliant red and gold feathers - all of which exhibit a most peculiar talent. The birds know more than a dozen different tunes which they will sing on command, but they always sing the same song, &#039;&#039;no matter how far apart they are&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=LashonarArt.jpg|caption=Lashonar is currently under the [[Alignment#Enmity|enmity]] of the [[Conclave]].|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When pushed, Ramiro admits that the birds were a gift from the &#039;&#039;[[Lashonar|Guardian of the Southern Skies]]&#039;&#039;, though he is coy about what moved the &#039;&#039;Eater-of-Silence&#039;&#039; to make the endowment. What he will say is that they were gifted to the pair many years ago so that they could remain in touch - so he could know that his wife was safe, even while she was far away at sea. Now they are retired, the birds are little but a curio; an amusing entertainment for the guests staying at the Feathers.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is confident that if &#039;&#039;Lashonar the Loquacious&#039;&#039; were approached in the right way, the eternal would be more than happy to provide more songbirds for the people of the Brass Coast. Those corsairs who wanted to help with the defence of the islands could keep one on their boat - while the [[Hakima of Salt and Sand]] could maintain a small breeding flock in a volery. If the need presented itself, the Hakima could call the birds to sing an agreed warning song, which would be immediately mimicked by the birds on the ships. It&#039;s no [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]], but the prognosticator is confident it would work.&lt;br /&gt;
&lt;br /&gt;
If the eternal agreed to support the Coast in this way, then Lutomysla calculates that the Hakima of Salt and Sand could use the songbirds to call the corsair families to the defence of the islands off the coast of Madruga and Feroz. That would amount to a naval garrison with an effective military strength of three thousand that would be effective against any attack on Free Landing or the Cazar Straits. This garrison could benefit further if those corsairs who regularly attend Anvil also took up the call (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; characters with a fleet resource and the corsair archetype could choose to defend the islands).&lt;br /&gt;
&lt;br /&gt;
There are two clear drawbacks to this approach. The first and most obvious is that the eternal Lashonar is under enmity by the [[Conclave]]. It would not be illegal for the Archmage of Night to use a plenipotentiary to discuss the idea with the eternal, but unless the Conclave changed Lashonar&#039;s status, it definitely would be illegal to make any exchange. &lt;br /&gt;
&lt;br /&gt;
The other problem is the costs. The approach wouldn&#039;t require any substantial upfront investment - cages for songbirds are not dear. Lashonar would have to be convinced, however and might demand a high price. It is impossible to tell what price Lashonar they might require for their aid without asking them, but this subtle magic would be well within Lashonar&#039;s purview.&lt;br /&gt;
&lt;br /&gt;
More importantly, calling the corsairs to fight to defend the islands, even for a single season, would mean a loss of trade. Taxes in both Madruga and Feroz would fall - reducing the money flowing to the Imperial treasury by six thrones in the season immediately following the call.&lt;br /&gt;
&lt;br /&gt;
Crucially, the corsairs themselves would lose all their income for the season, unless the guerdon were made available to them in exchange for their efforts. Corsairs who regularly attend Anvil and sailed to the defence of the islands would find themselves with nothing but their personal income the following season - all the corsairs in the Brass Coast would lose out in the same way. They would cheerfully shoulder that burden to protect their homes for a season or two, but if they were being called to defend the islands every season and there was no enemy in sight, they would soon lose patience to match their lost profits.&lt;br /&gt;
&lt;br /&gt;
==Counting the Coins==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Archipelago Parador&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Cazar Straits, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 3 wains of mithril, 7 wains of white granite, 2 rings of ilium and 30 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Removes the impoverished quality from the Cazar Straits&lt;br /&gt;
* Creates the Freeborn national position, Proprietor of the Thousand Islands&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Proprieter of the Thousand Islands&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; The Proprietor receives twenty random materials each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To protect the Parador and encourage the Freeborn to embrace change&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The insular quality of Free Landing and the Cazar Straits has not damaged the Prosperity of the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Brass Coast embraces the islands, Azoth will help the people of the Cazar Straits restore their fortunes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Building the Archipelago Parador will remove the impoverished quality from the region&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the most part, Lutomysla concentrates on the military problems posed by the island, but the canny Varushkan does not rule out the possibility that the Senate was concerned about any impact the isolation of the islands might have on the [[Prosperity]] of Madruga and Feroz. While bridges might conceivably have provided some economic benefits, she calculates they would not be significant, if only because sailing to the islands would be likely to remain appealing compared with a slow, dangerous journey along a vast windswept bridge. There may be monsters hunting the waters, but the Freeborn are born to the sea, so there are still plenty of smaller vessels prepared to risk sailing out to the islands to allow trade to occur. These ships aren&#039;t large enough to convey an army across the waters, but they are more than enough to allow the people who live there to get by.&lt;br /&gt;
&lt;br /&gt;
At least that is true in Free Landing. The situation in the Cazar Straits is a little more complicated. The entire territory suffered under the brutal rule of the Grendel governor Rahab. Constantly provoked by Freeborn partisans, the tyrant squeezed his holdings harder and harder with each new assault, desperate to try to replenish his dwindling coffers. He is gone now, but much of the territory, including the Straits, has been left [[Region_qualities#Impoverished|impoverished]] as a result. [[Region_qualities#Abandoned|Abandoned]] and [[Region_qualities#Underpopulated|underpopulated]], there seems to be little hope for the region to recover.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Rebis is fascinated by transformation, and already has an interest in the Brass Coast thanks to the [[Madruga#Crucible|Crucible]] in Madruga.|file=Crucible.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has spent some time in discussions with the servants of [[Azoth|the Rebis]]. This esoteric serpent is fascinated by change and transformation. Rather than offering to help remove their insular quality, &#039;&#039;Crucible&#039;&#039; has instead suggested that it would aid the Freeborn to recover their wealth if they &#039;&#039;embrace&#039;&#039; the changes they have experienced, and look for the new opportunities that the islands might present. The &#039;&#039;Great Work&#039;&#039; claims that the islands are one expression of the true nature of the Freeborn. &#039;&#039;&amp;quot;What are islands, but great ships of stone? Homes afloat upon the sea, encircled by the waters that bear them up to the sky. To live on an island is to dwell upon the sea. What could be more Freeborn than that?&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After discounting a not entirely serious proposal by &#039;&#039;the Azoth&#039;&#039; to find a way to tear Feroz free of the mainland in its entirety, Lutomysla works with the eternal&#039;s heralds to congeal an idea that would provide a concrete benefit to the prosperity of the islands. The Azoth&#039;s peculiar request involves the creation of a new sinecure, which the eternal calls the Archipelago Parador. The eternal&#039;s heralds describe an intriguing restaurant whose kitchens are infused with Night magic, so that every meal they produce is unique in aroma, taste or texture. The alluring prospect of a meal in such an establishment would draw people from afar, eager to sample the wares. The Parador would quickly attract other businesses to the island, helping to create Prosperity and spread it across the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is at pains to stress that the Parador would &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; be a fane. The [[Azoth]] has no interest in the location being ceded to the eternal; in fact, it seems to think that that would be a very bad change for reasons which remain inscrutably opaque. The Crucible would send heralds to help with work in the kitchens of the Parador, but other than that, it seems to have no designs on the place. The eternal&#039;s only requirement is that the [[Senate motion]] or similar, that is used to create the Parador, must explicitly stress the importance of embracing change and make sure that promoting such an attitude is the primary responsibility of whichever Freeborn citizen is elected to oversee the operations of the Parador.&lt;br /&gt;
&lt;br /&gt;
Once the Archipelago Parador was established, its impact would remove the impoverished quality from the Cazar Straits. This benefit would be permanent; if the Azoth were ever subject to [[Alignment|enmity]], the Parador might slowly lose its eclectic nature but the economy of the islands would have already recovered so they would not become destitute.&lt;br /&gt;
&lt;br /&gt;
==The Eye of the Storm==&lt;br /&gt;
* &#039;&#039;&#039;The Archmage  of Winter could use plenipotentiary to ask Khobel Tavah to pull the islands beneath the waves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The impact would be a small loss of life and some economic damage but the islands would be gone&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Queen of the Vast and the King of Nowhere are relative newcomers to the Empire.|file=KhobelTavah.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has found one way that the Empire could be rid of the islands of the Brass Coast. If the [[Archmage of Winter]] used plenipotentiary to approach the &#039;&#039;Monarchs of the Vast&#039;&#039;, Khobel Tavah, then they could implore that eternal to sink the chain of islands beneath the waves. It would need a careful approach as ever, but if the Winter Archmage made it clear that the islands were doomed and that the Empire had decided to cut its losses, then the eternal might be persuaded to help.&lt;br /&gt;
&lt;br /&gt;
Of course, the impact would be severe - some loss of life would be inevitable. The wars that have ravaged the island chains have left them mostly uninhabited, but there are still some Freeborn clinging on. The Empire could warn them of impending destruction, but there are &#039;&#039;always&#039;&#039; some people who refuse to flee.&lt;br /&gt;
&lt;br /&gt;
The permanent loss of the islands wouldn&#039;t damage the economy of Feroz and Madruga - much of what would be lost in that way was swept away by the wreckers. The loss of the islands would mean that wealth would never return, but it would create as many opportunities as it destroyed.&lt;br /&gt;
&lt;br /&gt;
What would be lost is the connection to the past. The islands are often seen as the birthplace of the Brass Coast, tied as they are with [[The_Brass_Coast_history#The_Conquest_of_the_Coast|the story of the three sisters]]. With the [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]] destroyed, can the Freeborn afford to condemn the last of their heritage to the abyss?&lt;br /&gt;
&lt;br /&gt;
Even if the islands meant nothing to anybody, Lutomysla advises caution. Magic of this kind is deeply unpredictable, with far-reaching consequences that are impossible to predict. A forest fire bring news opportunities, but only at the cost of destroying everything it touches...&lt;br /&gt;
&lt;br /&gt;
==Commissioning a Navy==&lt;br /&gt;
* &#039;&#039;&#039;The Empire could commission a navy capable of transporting two armies to the islands&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire cannot launch a navy without building a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire&#039;s military rivals have repeatedly destroyed every Imperial shipyard&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=CorsairZanterr.jpg|caption=The corsair families once held court in Free Landing and Cazar Straits, and might do so again.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As a result of the dreadful magic of [[Siakha|&#039;&#039;the Maelstrom&#039;&#039;]] unleashed on the Coast, the waters separating the islands from the mainland have become treacherous and dangerous to navigate. The terrible sea beasts spawning in the waters will become a threat that only grows with time, but for now, they aren&#039;t powerful enough to prevent a military force from making the crossing. As [[Red_skies#Swords_of_the_South|recent events]] demonstrate, an army or navy can make a passage if they have the means to cross the waters.&lt;br /&gt;
&lt;br /&gt;
The simplest way for the Empire to allow any army to reach the islands would be to employ a [[navy]], ideally one with [[Navy#Large_Hulls|large hulls]] capable of carrying two armies with it. Now that the Red Wind Corsairs have put to sea, they could transport an army to the islands, but a lone navy carrying a single army could be at risk if they were attacked by a large Grendel force. A second navy, could double their fighting strength or more, making any military action on the islands more secure.&lt;br /&gt;
&lt;br /&gt;
Commissioning a navy would require the Empire to maintain a suitable [[shipyard]], which has proved to be a stumbling block. Lutomysla notes that the Grendel took pains to destroy the shipyards at Atalaya, and [[Ratify_treaty_with_the_Grendel_Autumn_383YE|the short-lived peace treaty]] forbade the Empire from building any more. It is clear that the Grendel fear this outcome more than any other.&lt;br /&gt;
&lt;br /&gt;
Commissioning a new shipyard is expensive, but there are some outstanding opportunities that the Empire could take advantage of, such as the [[Germinating_a_city#A_Spiritual_Successor|Municipal Docks]] proposed by &#039;&#039;Professor Gelberg&#039;&#039;. Simply building a shipyard might not be enough however, the Empire would need to find a way to stop the Grendel targeting them. Lutomysla can imagine various possibilities, perhaps defending the shipyard with a massive fortification, or using powerful magic to hide its existence behind impenetrable mists. The prognosticator hasn&#039;t had time to look into this matter in depth, but she would be happy to do so if the Senate used a subsequent appraisal to request it.&lt;br /&gt;
&lt;br /&gt;
===Old Rope===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Expand Elos Shipyards&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Naris, Redoubt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, 10 weirwood, 60 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Elos. A Navy could be commissioned here at the same time the shipyard is being &lt;br /&gt;
built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Rebuild Atalya Shipyards&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, 10 weirwood, 60 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Atalaya. A Navy could be commissioned here at the same time the shipyard is being &lt;br /&gt;
built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Autumn Equinox 388YE or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Expand Oran Wharf&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Shipyard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 white granite, 20 weirwood, 105 crowns, and three months to construct&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Allows navies to be raised at Oranseri.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Open-ended or the situation changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The cheapest option would be to expand the facilities at Elos and Atalya into a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Either facility would allow the Empire to commission a navy while the shipyards were being built&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The wharfs at Oran are less expansive but could still be expanded to build a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only Oran is under Imperial control at this time&#039;&#039;&#039;&lt;br /&gt;
There is a set of outstanding opportunities to build new shipyards, which could cut costs and, in some cases, save precious time. It would require 10 wains of white granite, 10 wains of weirwood and 60 crowns to [[Elosian_Architect#Further_Opportunities|expand the existing facilities at Elos into a new shipyard]], and the Empire could commission a navy as soon as the work began, potentially allowing them to launch a new navy a season earlier. &lt;br /&gt;
&lt;br /&gt;
A similar opportunity exists to expand the docks at [[Madruga#The_Atalaya_Shipyards_(Ruined)|Atalya]], given that Miroslav&#039;s seawall still exists. This would cost 10 wains of white granite, 10 wains of weirwood, and 60 crowns to create a shipyard here, and work could start on a new navy in the same season the shipyard was being built. Any facility here would be exposed to attack from the Grendel, but it would be a bold restatement of the Freeborn commitment to control their own destiny and their own waters. Given the destruction of the Shining Pillar at the hands of the Children of Wrecks, it would help to raise sentiment across the Coast.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Elos docks are currently in the control of the Grendel, and Atalya Harbour was seized by the Wreckers. The Children of Wrecks navy might be gone, but the pirates still control Free Landing, at least for now. Nothing could be done with either of them until they are back in Imperial control, and Lutomysla warns that it&#039;s impossible to know what state the docks will be in by the time the Empire does reclaim them.&lt;br /&gt;
&lt;br /&gt;
Realistically, it might be more practical to [[Corsair_of_Oran#Expansion|upgrade the wharfs at Oran]]. That would be more expensive, costing 15 wains of weirwood, 20 wains of white granite, and 105 crowns. It wouldn&#039;t make building a navy any quicker, but it would secure Oran&#039;s position as a crucial port on the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
===New Sails===&lt;br /&gt;
* &#039;&#039;&#039;Urizen has an existing opportunity that could allow them to raise a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire had a shipyard, they could use the prow of the Storm&#039;s Child to commission a new Freeborn navy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assuming that the Empire had access to a shipyard, they could commission a navy, but it would cost 200 wains of weirwood. There is nobody working in the [[Appraisal#The_Prognosticators_Office|prognosticators office]] today who is capable of devising solutions that are &#039;&#039;cheaper&#039;&#039; than the standard methods. Whatever happens, raising a navy is going to be expensive.&lt;br /&gt;
&lt;br /&gt;
However, there are other limitations as well. Several Imperial nations are already supporting as many forces as they can, including every nation that adjoins the Bay of Catazar. [[Urizen]], [[The Brass Coast]] and [[Highguard]] are all supporting as many forces as their nation can supply and [[the League]] will be in a similar situation as soon as their [[Raise_Third_League_Army|new army is completed]]. There seems to be little point in building a shipyard if the Empire cannot supply a navy.&lt;br /&gt;
&lt;br /&gt;
Where there is a will, there is a way, however. The people of Urizen have an existing [[opportunity]] that would allow them to raise a navy if they were able to [[An_angry_blade#Dear_Perfection|build all the maritime infrastructure required]]. The Nostos and Elos Docks are now complete, though of course the latter would need to be in Imperial hands to serve in that capacity. But if the Empire reclaims Elos without major damage, and constructs the Cargo Cranes, then they could support a navy in addition to the [[Citadel Guard]] and the [[Argent Sword]].&lt;br /&gt;
&lt;br /&gt;
In the meantime, another opportunity has presented itself that might be useful. The Empire could employ the mystique surrounding [[Red_skies#Game_Information|the prow of the Storm&#039;s Child]] - the flagship of the Gathered Storm, which bears the stolen figurehead which once sailed at the front of the Freeborn Storm.&lt;br /&gt;
&lt;br /&gt;
If the prow were given to the Freeborn egregores, they could use it to rally the families to support the creation of a new navy. It would need to have a new name, it is decades before anyone will be ready for the Freeborn Storm to ride the waves again. But the prow would be a symbol of the Freeborn victory over their enemies and an important link to the past. It would inspire corsairs and others to join the new flotilla and seize the opportunity to take the battle for control of the waves to the Grendel. The Empire would still need a shipyard - there&#039;s no easy way to get around that problem - but with the additional support that the prow would produce, the Brass Coast could afford to supply an additional force, provided it were a navy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Resolution==&lt;br /&gt;
--!&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Appraisal]]&lt;br /&gt;
* [[The Brass Coast]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Germinating_a_city#A_Spiritual_Successor|Germinating a city]] - 387YE Spring wind of fortune with an opportunity to build a shipyard that can raise and/or harbour two navies at once&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146050</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146050"/>
		<updated>2026-10-05T13:58:49Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
&lt;br /&gt;
[[Opening_ceremonies]]&lt;br /&gt;
&lt;br /&gt;
[[Mushroom,_mushroom,_mushroom#Resolution]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146049</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146049"/>
		<updated>2026-10-05T13:58:42Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
&lt;br /&gt;
[[Opening_ceremonies]]&lt;br /&gt;
[[Mushroom,_mushroom,_mushroom#Resolution]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mushroom,_mushroom,_mushroom&amp;diff=146048</id>
		<title>Mushroom, mushroom, mushroom</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mushroom,_mushroom,_mushroom&amp;diff=146048"/>
		<updated>2026-10-05T13:58:18Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Resolution */&lt;/p&gt;
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&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Can I help you?&amp;quot; Renard kept his voice neutral, hoping that diplomacy was still an option. He was intimately aware of the distance between himself and the two treewardens that had brought this potentially threatening visitor to his attention.&lt;br /&gt;
&lt;br /&gt;
The entity stopped poking at the petrified tree and slowly turned around to focus its attention on the Navarr priest. It barely came up to his shoulder, but it was three times as broad as he was. It had long, spindly, sinewy arms that reached almost to the ground, and squat legs that seemed to be little more than stumps. It was clearly not anything mortal - the wide spreading red cap that seemed to be part of its head marked it out as some kind of ambulatory toadstool. Renard noted that it didn&#039;t seem to have a face as such, but directed his wary smile at where he imagined one might be.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The question. Is. Rather.&amp;quot; The creature spoke in stops and starts, its voice surprisingly soft and breathy for a clumpy mass of fungus with no obvious way of speaking. Or breathing. It tailed off. Renard wondered if it was broken. Then it spoke again, that same stilted pattern to its speech. &amp;quot;Rather. It is whether. I can help. You.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When it was obvious that there was no more coming, Renard asked what it meant. The thing gestured to the petrified tree, and the priest swallowed nervously as its sheer length, and the club-like hand at its end, became more apparent. It didn&#039;t seem to have any joints as such, and Renard was pretty confident that if the thing decided to hit him with it, then it would end badly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This. Is a thing. That should not. Be.&amp;quot; It said, and Renard fancied he could hear just the tinge of anger in its voice. &amp;quot;It should. Not. Be like. This.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was the Cold Sun,&amp;quot; Renard explained quickly. He didn&#039;t want the thing thinking &#039;&#039;he&#039;&#039; was to blame. &amp;quot;When the Empty Hands came they did this. There&#039;s trees like it all over Miaren. We&#039;re working on a way to deal with them but... it takes time. Sorry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He wasn&#039;t sure why he was apologising. The mushroom being rested its misshapen hand against the calcified &amp;quot;bark&amp;quot; of the tree. It was one of those that passing artists had decorated, turning the bone-white aberration into something if not beautiful then at least symbolic of the defiance of the Navarr people.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Trees die.&amp;quot; Said the visitor, as if it had not really listened to what Renard had said. &amp;quot;They die. They rot. New trees grow. This is. An abomination. I will. Take care. Of it. For you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Renard felt the air shift then, and took an involuntary step back. The treewardens, sensitive to his worry, readied their spears. The mushroom creature began to sing, then, softly. A wordless, shifting, throbbing song that the priest felt in his skin and bones rather than heard with his ears. Colours pulsed across the pale surface of the fungusman - soft pink, deep red, startling violet - and then with a loud &#039;&#039;snap&#039;&#039; the petrified trunk of the tree split straight up the middle. Cracks ran maze-like across the surface, and pieces began to fall away. Still the visitor sang its weird song and Renard saw pale tendrils spread from where its stumpy legs touched the ground into the ashen soil that surrounded the accursed tree. In less than a minute the destruction was complete. The corrupted tree lay in pieces, and the blasted ground around it... swelled with life. Mushrooms, toadstools, puffballs, and less identifiable things began to cover the remains, as dark green ferns uncoiled and opened their feathered leaves all around it.&lt;br /&gt;
&lt;br /&gt;
The mushroom fellow observed the transformation calmly then turned its attention back to Renard who was staring speechless at the little blue and purple flowers beginning to open across several of the ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take. Time. For new trees. To grow.&amp;quot; Said the visitor. &amp;quot;But. They will. Grow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It shook itself - a wave going from the top of its wide cap to the ground and then back again. Renard noted that the tendrils which had emerged from its feet had broken off, and now lay drained and lifeless amid the burgeoning growth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I misspoke. Before. You can. Help me. Maybe.&amp;quot; It said. &amp;quot;I have been sent. To speak. With your people. About gardens. And Life. Is that. Something. You can. Assist me. With?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Renard took a breath, and ratchetted his smile up a notch, as he tried to think of a suitable response.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 275px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Mushroom Sage.jpg|caption=The heralds of Llofir have been abroad in the Empire, especially in Navarr.|align=left|width=275}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
In 384YE, Llofir [[Alignment|demanded amity]] in response to a request for [[Archmage#Plenipotentiary|plenipotentiary]]. At that time it [[I_knew_you_were_trouble#Llofir|explicitly stated that it would use that amity]] to take revenge for the [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|destruction of its garden]] at [[Reikos#Tamarbode|Tamarbode]]. The request was denied and there was little further contact, but the most recent summit saw another attempt to call the eternal for a plenipotentiary. This time Llofir responded by [[Has_reared_himself_a_throne#Hours_Breathing_Faint_and_Low|demanding the Empire first perform the dangerous ritual]] [[Hallow of the Green World]] as a show of trust.&lt;br /&gt;
&lt;br /&gt;
Unwilling to take such a risky step, the [[Conclave]] appear to have offered a compromise - [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Llofir,_Neutrality|declaring neutrality]] with [[Llofir]]. The removal of enmity represents a more cautious approach. Llofir&#039;s heralds can now move freely about the Empire, which is a potential matter for concern, but it can&#039;t wield its power freely, as it could if it were granted amity.&lt;br /&gt;
&lt;br /&gt;
To the surprise of some, it seems to be a compromise the eternal is prepared to accept - to a degree. Earlier that year heralds of Llofir had [[The_first_shot#Miaren|suggested that the eternal would be willing to aid a war against the vallorn]]. The eternal is clear that it has not yet forgiven the Empire for the destruction of the garden, but it seems it is keen to fight against an enemy so inimical to everything the &#039;&#039;Rotlord&#039;&#039; stands for.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ibiss8557.jpg||caption=&#039;&#039;&#039;Ibiss Briarheart&#039;&#039;&#039;, Archmage of Spring|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Cautious Detente==&lt;br /&gt;
* &#039;&#039;&#039;The Conclave has declared neutrality with Llofir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir has accepted the compromise this decision represents but the eternal continues to nurse a grudge for Highguard, the League and Urizen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ibiss Briarheart is the current Archmage of Spring&#039;&#039;&#039;&lt;br /&gt;
Llofir&#039;s message is clear - it is not interested in plenipotentiary. It offered a way that the Conclave could restore trust and they chose a halfway house and that is absolutely fine. But it does not erase the crimes of the past, and if something new is going to grow out of destruction it will be on Llofir&#039;s terms.&lt;br /&gt;
&lt;br /&gt;
Specifically Llofir focuses its disgruntlement on the nations it holds responsible for the destruction of its garden - [[the League]], [[Highguard]], and the people of [[Urizen]]. They&#039;ll receive no favours, no assistance, no wisdom, and Llofir makes no secret of its willingness to support anyone prepared to bring these nations to account. Perhaps, say the heralds, it is time to test them; to see if they are still healthy or if it is time for them to fade from history. It could all just be talk; the heralds of Llofir are not visiting these nations and there&#039;s no sign of immediate retribution taking place.&lt;br /&gt;
&lt;br /&gt;
==Conversations With Navarr==&lt;br /&gt;
* &#039;&#039;&#039;Llofir is prepared to help the Navarr construct an army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Advisor on the Vallorn has been asked to gather Navarr together - and only Navarr - to speak with heralds of Llofir at 15:00 on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Seren Embercast&#039;&#039; is the current Advisor on the Vallorn&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Seren Embercast.jpg|caption=&#039;&#039;&#039;Seren Embercast&#039;&#039;&#039;, Advisor on the Vallorn|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Following the olive branch extended by the Conclave, the &#039;&#039;Lady of Spores&#039;&#039; is prepared to aid the Navarr in their fight against the [[vallorn]]. Shortly after the Autumn Equinox, several heralds of the Spring eternal appear in [[Brocéliande]], [[Hercynia]] and [[Miaren]], keen to talk to the magicians and vates of the nation about this matter. They&#039;re adamant however that the &#039;&#039;Great Fungus&#039;&#039; is interested in aiding &#039;&#039;the Navarr&#039;&#039; and not &#039;&#039;the Empire&#039;&#039; in this matter.&lt;br /&gt;
&lt;br /&gt;
The heralds are enthusiastic about the [[A thousand years of longing|grand plan]] to unite the vallorn hearts and render the entity mortal. They are aware that only two vallorn hearts remain unconnected to the great network of [[trods]] - the one in [[Sarangrave]] (a territory now claimed by the Empire) and the one in [[Axos]]. The heralds are interested to hear how the Navarr plan to complete the &amp;quot;mycelial network&amp;quot; that will begin the war with the vallorn in earnest.&lt;br /&gt;
&lt;br /&gt;
As such some heralds are planning to visit Anvil to talk to the Navarr. They will visit them in their camp, and they are interested in speaking to Spring magicians (and not just the vates) of the nation. They have asked &#039;&#039;&#039;Seren Embercast&#039;&#039;&#039;, the [[Advisor on the Vallorn]] to gather them together to talk about the vallorn and the progress of the great plan. They are not interested in talking to anyone other than Navarri however - and ask that the Navarr ensure that there are not members of other nations present.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Orange_Pore_Fungus.jpg|caption=The &#039;&#039;Lady of Spores&#039;&#039; has expressed support for the war against the Vallorn.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A New Army===&lt;br /&gt;
* &#039;&#039;&#039;Llofir offers help to the army raised in Miaren if it is dedicated to the destruction of the vallorn&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Rotlord&#039;&#039; is prepared to offer its support for the new Navarr army to help it fight the vallorn, &#039;&#039;provided the meeting with the Navarr mages goes well&#039;&#039;. To ensure that there is no misunderstanding, the heralds are happy to make the offer clear. If the negotiations are successful, then scores of Llofir&#039;s heralds will join the army, providing spores that spread rot and putrefaction, scouring the landscape, but leaving it ready for new life to emerge. If that happened, the army would gain the scouring quality allowing the general to issue the following orders.&lt;br /&gt;
====Scouring====&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;Scour the Land&#039;&#039; order while attacking&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;Turn the Circle&#039;&#039; order while defending&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Navarr can convince Llofir&#039;s heralds to join the new army in Miaren it would gain the &amp;quot;scouring&amp;quot; quality granting it access to two unique orders. Scouring the land would help the army drive the vallorn back and inflict heavy casulaties on it, while Turn the Circle helps to bleed the enemy while it is attacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Scour the Land&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;All casualties inflicted by this army on forces of the vallorn are increased by two fifths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to contest territory against the vallorn is increased by three tenths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
With the aid of Llofir&#039;s heralds, the army spreads spores unleashing a wave of rot and decay against the the forces of the vallorn. Lifeless husks, twisted ettercaps, and mutated insects alike are exposed to infection from the spores. This infection is deep enough to overcome even the supernatural vitality of the vallorn so that the slightest wounds turning deadly.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Turn the Circle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;All casualties inflicted by this army on forces of the vallorn are increased by a tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All casualties suffered by this army are increased by a tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All ruins in the targeted regions are destroyed&#039;&#039;&#039;&lt;br /&gt;
The seeds and spores that Llofir spreads can do more than just destroy the forces of the vallorn - they can also tear down abandoned buildings allowing them to quickly consume ruins. The heralds will target any ruins in the territory, tearing them down as they scour the land clear. One or more regions in the territory will lose the ruined quality, sites of antiquity will be consumed as the slate is wiped clean. As things rot and decay, they leave the soil in the area as rich and fertile as it has ever been. Taking this order won&#039;t turn a desert into a garden, but ruins and the like will be replaced by verdant landscapes. The order is completely indiscriminate, attacking anything that is old and decaying in the territory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A New Garden===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Llofir&#039;s Paludarium&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Fane&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Greenfalls, Miaren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, 10 rings of ilium and 30 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Must be ceded to Llofir by the Senate&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows Llofir to claim the entire region of Greenfalls turning it into a vast garden.&lt;br /&gt;
* Allows the [[Imperial Apothecaries Guild|Apothecaries Guild]] to appoint the Tender of Llofir&#039;s Garden&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends if not commissioned before the end of Autumn Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Tender of Llofir&#039;s Garden&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Apothecaries Guild&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives mushrooms each season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To oversee the garden and lead the defence against any attacks on the garden&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There has been talk of the Navarr granting Llofir a new garden to replace the one in Tamarbode that was destroyed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir&#039;s Paludarium is a commission that requires 10 wains of weirwood, 10 rings of ilium, and 30 crowns in labour costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senate would need to cede the commission to Llofir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The entire region where the garden is built will be claimed by Llofir over the coming year&#039;&#039;&#039;&lt;br /&gt;
There has been suggestions that the Navarr might allow Llofir to create a new garden to replace the one that was destroyed in Tamarbode. It seems that Llofir is prepared to accept an offer of a new garden in Navarr lands. It has accepted that the Tamarbode garden is gone but there is new life, provided the location is suitable. When Llofir created the first garden, it did so as part of unleashing a great wave of magic that scoured the territory of [[Reikos]]. Plants bloomed, tearing down ruined structures, devouring graves and crypts. The scars of the Druj occupation were erased, but with them went much of the Highborn history in the territory. &lt;br /&gt;
{{CaptionedImage|file=Panellus Stipticus.jpg|caption=The &#039;&#039;Quiet One&#039;&#039; wishes to establish a new mushroom garden in Miaren.|align=right|width=300}}&lt;br /&gt;
Having scoured lands claimed by the Navarr, the heralds say that the location Llofir would choose is [[Miaren#Greenfalls|Greenfalls]] in [[Miaren]]. This location is safe and secure, far from the vallorn and similar destructive threats like Highguard and Urizen. Sadly it is dangerously close to Temeschwar and Tassato, but Llofir is confident that this time, its forces would be strong enough to defeat this enemy should it be attacked again. Greenfalls contains many important Navarr ruins which would inevitably be altered as a minimum, if not destroyed by Llofir&#039;s embrace, but for the servants of the Rotlord such renewal is one of the reasons why the region interests the eternal.&lt;br /&gt;
&lt;br /&gt;
If the Navarr were minded to provide Llofir&#039;s with a new garden, they would need to [[commission]] Llofir&#039;s Paludarium in Greenfalls. This structure is similar to a [[fane]], though without the [[Fane#Benefits|usual benefits]] associated, and would need to be ceded to the eternal to function. Once the structure is complete and has been ceded to the Rotlord, then it will slowly spread to consume the entire region in which it is built. The entire region of Greenfalls will be converted into a rich verdant garden by the Lady of Spores, teeming with mushrooms, fungus and molds. If that happens, then the Llofir would allow the Apothecaries Guild to appoint a Navarr citizen to tend the garden and protect its borders. In return they would be invited to gather a handful of mushrooms with magical abilities each season.&lt;br /&gt;
&lt;br /&gt;
Llofir&#039;s heralds are unable to provide information on what properties these mushrooms might have, saying that it would depend how the garden is grown. However that appears to be something the Navarr could affect.&lt;br /&gt;
&lt;br /&gt;
====Old Rope====&lt;br /&gt;
* &#039;&#039;&#039;Llofir seeks 1000 herbs to power the transformation of Greenfalls into a verdant garden&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return it offers material support worth 15 wains of mithril for the new army being raised in Miaren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The type of herb provided will affect the nature of the garden Llofir creates&#039;&#039;&#039;&lt;br /&gt;
Even with the Paludarium, the transformation of Greenfalls will require a huge undertaking of magic by Llofir. Creating a vast garden is a hugely &#039;&#039;expensive&#039;&#039; endeavour, and while the Rotlord has the power to accomplish the deed, it would apparently leave them quiescent for many moons. That is a fate it would rather avoid, so rather than drive the transformation themselves, Llofir would prefer to utilise herbs to power the change.&lt;br /&gt;
&lt;br /&gt;
Huge numbers of herbs would be required to perform the magic. Llofir&#039;s heralds believe the eternal could use up to a thousand herbs to complete the transformation of the region. The &#039;&#039;Quiet One&#039;&#039; does not ask for this aid as a gift however - instead it offers a simple trade. If the Navarr and their allies were willing to provide the necessary herbs, then in return the eternal will provide the Navarr with weapons and armour fashioned from mycelium that has grown so old and hard that it is as light and strong as [[mithril]]. Based on the samples shown, the civil service calculate that this would reduce the amount of mithril required to raise the army in Miaren by 15 wains. If less herbs were provided, then the exchange could still be made, but the eternal would provide proportionally less aid to the new army.&lt;br /&gt;
&lt;br /&gt;
The Rotlord is content to allow the Navarr to choose which herb might be exchanged in this way - but it would need to be all the &#039;&#039;same&#039;&#039; type of herb. Mixing different herbs would be a catastrophe as the innate properties of the herbs would clash with each other. The heralds claim that whichever herb the Navarr chose would determine the properties of the garden Llofir created, affecting the mushrooms available to the Tender of Llofir&#039;s Garden and any future benefits the garden might offer.&lt;br /&gt;
&lt;br /&gt;
Llofir&#039;s heralds will discuss the offer with the Navarr when they meet at the coming summit and provide arrangements if they wish to proceed. &lt;br /&gt;
{{CaptionedImage|file=Amanita_muscaria.jpg|caption=Llofir is... interested... in the fall of the Druj empire.|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==End of Empire==&lt;br /&gt;
* &#039;&#039;&#039;Llofir sees the Druj nation in decline and offers to help hasten that end&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is risky because it might instead revitalise the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It proposes that Hallow of the Green World be performed in Therunin while it remains under Druj control&#039;&#039;&#039;&lt;br /&gt;
There&#039;s one other matter that is of interest to Llofir. That of the Druj. The eternal seems to believe that the &amp;quot;Empire of the Druj&amp;quot; is in decline, that Imperial aggression has weakened it so much that it may be on the brink of collapse. It proposes to test if this is the case. &lt;br /&gt;
&lt;br /&gt;
If the Empire are prepared to evoke [[Hallow of the Green World]] in [[Therunin]], then that [[enchantment]] will settle over the Druj Empire (such as it is) rather than the Imperial Empire - due to the [[Laws_of_magic#The_Law_of_Boundaries|magical Law of Boundaries]]. The effects will be concentrated in Therunin itself, in the [[Forest of Ulnak]], and in the [[Salt Flats of Sanath]]. The ritual will provide some succour to the Druj of course - it helps to promote the growth of [[herb|healing herbs]] in [[herb garden|herb gardens]] - but that may be of little comfort to the orcs of the Mallum. It will also allow Llofir to focus his power freely on the Druj, to fulfil its identity as the &amp;quot;Ender of Empires.&amp;quot; With the tools at its disposal it will act to hasten the collapse of the Druj, bringing sickness and ruin. The eternal cannot predict exactly what form this will take, but it will be impactful.&lt;br /&gt;
&lt;br /&gt;
The ritual will &#039;&#039;also&#039;&#039; free the other Spring eternals to act directly in the Druj Empire. [[Yaw&#039;nagrah]] and [[Arhallogen]] already have a fair amount of freedom to operate there, and are broadly inclined to support the Druj. On the other hand it seems the [[Irra Harah|Prince with a Thousand Foes]] is chomping at the bit to be able to act freely in the Mallum against the Druj. And while [[Siakha]] shows no favour where the Druj are concerned, she revels in &#039;&#039;any&#039;&#039; chance to destroy. For that matter, there are other Spring eternals with no interest in the Empire who might be goaded to intervene in the Druj empire if the doors were opened for them to do so.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Cassandra11972.jpg|caption=&#039;&#039;&#039;Cassandra i Periera i Erigo&#039;&#039;&#039;, Imperial Censor (Summer 385-Autumn 386)|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Obviously, invoking this ritual is no simple matter - but the magnitude required to affect the Druj right now is &#039;&#039;significantly&#039;&#039; lower than that required to affect the entire Empire. It could be cast at magnitude 100 at the coming Winter Solstice, if it were targeted against the Druj territories. It would still be tricky - and risky - because it would require a strong Spring regio in a Druj held territory, so it would be impossible to cast from Anvil. Anyone prepared to make the attempt would need to find an opportunity to use the [[Sentinel Gate]] to a suitable location in the Druj empire containing a Spring regio.&lt;br /&gt;
&lt;br /&gt;
One fly in the ointment is that it is currently illegal to perform an empire-wide enchantment such as [[Hallow of the Green World]]. The magistrate&#039;s ruling on the [[interdiction]] that was [[385YE_Autumn_Equinox_Conclave_sessions#Interdiction_:_Empire_Wide_Enchantments|raised two years ago]] by [[Imperial Censor]] &#039;&#039;&#039;Cassandra i Periera i Erigo&#039;&#039;&#039; was that it covers all uses of such a ritual, not just those targeting the Empire. Whilst the interdiction holds, it is illegal to perform the ritual - but the heralds of the Rotlord clearly either don&#039;t care about legality or can&#039;t conceive of why such a thing would stop people.&lt;br /&gt;
&lt;br /&gt;
Llofir&#039;s heralds try to be plain that the eternal has no particular enmity against the Druj - it is simply that it believes they are on the cusp of falling into ruin. If they are too sickly to survive, Llofir would see them perish, and new life rise from their remains. &amp;quot;They will either fall, or rise,&amp;quot; says one philosophical little herald. &amp;quot;We will either hasten their inevitable end, or they will be rejuvenated. Either outcome is acceptable.&amp;quot;&lt;br /&gt;
===Waves of Ruin (Conjunction)===&lt;br /&gt;
* &#039;&#039;&#039;There is a pair of conjoined conjunctions to Eastring in Therunin at Greensward Lea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Druj are attempting to use Spring magic to rile up the vallorn even further&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If they can be stopped and driven off from the ritual site, then ritualists could travel to the area to perform Hallow of the Green World on the remaining Mallum territories&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Speaker of the Vallornguard&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for clearing out the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Spear of the Seven&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for taking advantage of the conjunction&#039;&#039;&#039;&lt;br /&gt;
There is a pair of strange conjoined conjunctions to Eastring in Therunin late on Saturday at the next summit. The first is a large conjunction for 60 people, the second conjunction is to the same location but smaller, and occurs just ten minutes after the first one. Conjoined conjunctions are rare, but not completely unknown - and this one would be ideal for Llofir&#039;s plan.&lt;br /&gt;
&lt;br /&gt;
Even if the Empire is not minded to take up Llofir&#039;s offer, the conjunction is still crucial. The Druj have moved a group of &#039;&#039;[[Druj_lore#Ghulai|ghulai]]&#039;&#039; to the area, looking to repeat the ritual they used a year ago to rile the vallorn. If they are not stopped, then the current risks in Therunin will grow significantly worse. The expansionist threat of the vallorn will continue, and will last for another year, potentially seeing the whole of Therunin swallowed up. The Druj are clearly desperate to do something that might draw the Empire&#039;s attention away from their homelands.&lt;br /&gt;
&lt;br /&gt;
The area is, inevitably, within the [[Vallorn#Vallorn_Miasma|vallorn miasma]] which presents its own difficulties. At least the miasma does not play favourites; the Druj will be as affected by it as Imperial forces. It might be prudent, however, to make preparations for dealing with the effects even if only arranging a way to remove [[Calls#VENOM|venom]] from those who return from the conjunctions.&lt;br /&gt;
&lt;br /&gt;
Stopping the ritual is a victory in itself, but if the Druj are stopped and the area is secured, then a ritual team of up to twenty-five people could use the second conjunction to join the heroes in Therunin. They could use the regio to perform Hallow the Green World - they may even be able to take advantage of any resources or items the Druj are carrying to help them perform their own magic. With their ritual team defeated, the Druj would be in no position to counter any such ritual.&lt;br /&gt;
&lt;br /&gt;
If the enchantment is cast, it will wash out of Therunin and take hold across the Mallum. [[Inhabitants of the realms#Heralds|Heralds]] of the [[Realms#Spring|Spring realm]], and the eternals themselves, will be freed to exert influence over the [[Salt Flats of Sanath]] and the [[Forest of Ulnak]]. It is impossible to say what the impact that might have - beyond saying there will definitely &#039;&#039;be&#039;&#039; one.  &lt;br /&gt;
&lt;br /&gt;
It is easier to assess the effect on Therunin itself. Llofir&#039;s heralds will spread the power of ruin across the territory, weakening and sapping strength from the [[vallorn]]. Its ability to claim another region will be significantly reduced - falling by 5,000 from its current total. Imperial armies fighting in the territory will find it easier to hold the vallorn back during the season, but will still suffer the effects of fighting an active vallorn. Assuming the Druj ritual is stopped, by the start of the Spring Equinox, the vallorn will settle back into relative quiescence - active but not expanding. It will keep any land it has already expanded into, of course, but the threat of any further expansion will be gone for the time being. &lt;br /&gt;
&lt;br /&gt;
At the same time, Llofir will &amp;quot;rejuvenate&amp;quot; the marshy territory. Given what happened in [[Reikos]] when the eternal did the same, it will mean that any ruins in the regions the Navarr once occupied will be swept away. New life will rise from the destruction with supernatural speed - seeing [[Therunin#Peakedge Song|Peakedge Song]] and [[Therunin#Upper Tarn Valley|Upper Tarn Valley]] gain the &#039;&#039;forested&#039;&#039; quality. The Lower Tarn Valley will lose the &#039;&#039;poisoned&#039;&#039; quality, but in the process gain the &#039;&#039;Mycelial&#039;&#039; quality as all kinds of fungus and mushrooms - most natural but some infused with Spring magic - sprout across it. The scars of war with the Druj will be erased, but in the process any damaged or ruined structures or settlements will be consumed by Llofir&#039;s power.&lt;br /&gt;
&lt;br /&gt;
{{KaelaGift}}&lt;br /&gt;
&lt;br /&gt;
{{Vallornmiasma}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Whisperspore&#039;&#039;&#039;&amp;lt;br&amp;gt;If you plan to take the boon Llofir is offering, you will need a suitable phys-rep for the resultant &#039;&#039;whisperspore&#039;&#039;. A pouch containing an amount of pale powder, such as sherbet or flour, makes an adequate phys-rep for whisperspore. The whisperspore itself is provided in the form of a typical rip-on-use card. The only way to find out exactly what it does is to use it (by inhaling it).&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rot and the Magic==&lt;br /&gt;
* &#039;&#039;&#039;Whisperspore is still available to Imperial magicians who seek it through Madyn&#039;s Gift&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The strange material can be used to involve the eternal in the casting of certain rituals during the Winter Solstice&#039;&#039;&#039;&lt;br /&gt;
Despite, or perhaps because of, the change in status, the Rotlord has [[Has_reared_himself_a_throne#Trust|continued to offer Whisperspore]] to any Imperial magicians prepared to pay its price. During the Winter Solstice, any Imperial magician can perform the Spring ritual [[Madyn&#039;s Gift]] but include up to five measures of [[beggar&#039;s lye]] alongside the [[realmsroot]]. For each pair of realmsroot and beggar&#039;s lye, the casters will receive a dose of &#039;&#039;whisperspore&#039;&#039;. Any leftover realmsroot or beggar&#039;s lye will be returned untouched.&lt;br /&gt;
&lt;br /&gt;
This substance is valuable in its own right, but during the Solstice the substance can also be used to capture the attention of Llofir. Obviously, both the creation of whisperspore and its use to gain boons from Llofir is only legal while the eternal has neutrality; if the Conclave restores enmity than accepting any of these boons would be a crime.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=LlofirArt.jpg|caption=The &#039;&#039;Wisdom of Fallen Wood&#039;&#039; offers magical boons to some of the Empire&#039;s masters of Spring magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Skin of the Mushroom===&lt;br /&gt;
* &#039;&#039;&#039;Skin of Bark, Blood of Amber will provide additional endurance if cast with a dose of whisperspore&lt;br /&gt;
* &#039;&#039;&#039;The target becomes subject to VENOM, and their body will swiftly fall apart if they die&lt;br /&gt;
* &#039;&#039;&#039;This will prevent them from rising as a husk or vallornspawn husk&lt;br /&gt;
[[Skin of Bark, Blood of Amber]] is a potent enchantment of Spring magic that brings vitality. Yet Llofir and its servants often speak of the way new life rises from death. If at least one dose of whisperspore is used in the performance of the ritual during the Winter Solstice,  the ritual will provide an additional rank of Endurance to the target, but they will also become subject to VENOM. If the VENOM is removed, the enchantment immediately ends. If the subject dies while the enchantment is in place, their body will swiftly break down in the same way as if someone had cast [[Turns the Circle]] on it. This means that subjects will not rise as [[vallornspawn husks]] or otherwise leave bodies to be possessed or claimed.&lt;br /&gt;
&lt;br /&gt;
The ritual can be cast on multiple targets as normal, but in this case, it requires a dose of whisperspore for each target. Otherwise, everyone involved will simply gain the usual effects of &#039;&#039;Skin of Bark, Blood of Amber&#039;&#039;. If the enchantment is placed on a single target, it can be made [[Ilium#Using_ilium_in_rituals|permanent with ilium]] in the usual way. If this happens, the heightened effects - for good or ill - are permanently infused into the target.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Magical Mushrooms&#039;&#039;&#039;&amp;lt;br&amp;gt;Like [[Yaw&#039;nagrah]], Llofir&#039;s demesne in the [[Realms#Spring|Spring realm]] overflows with the magical substances known as &#039;&#039;donahorti&#039;&#039;. They take the form of fungus, spores, rots and rusts of all kinds. Common effects include boons for magicians casting Spring rituals (especially those associated with the resonance of [[Spring magic#Ruin|ruin]]); endurance or healing at a price (often represented by [[Calls#VENOM|venom]] or [[Calls#WEAKNESS|weakness]]; or gifts of strange insight, exhilaration, or awareness similar to those experienced by consuming some mundane fungi (albeit much more pronounced and powerful).&lt;br /&gt;
&lt;br /&gt;
Ideal phys-reps for such substances might be actual pieces of mushroom or toadstool, or small bags of powder representing spores.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blessing of Old Winter===&lt;br /&gt;
* &#039;&#039;&#039;Blessing of New Spring has additional effects if cast with whisperspore&lt;br /&gt;
* &#039;&#039;&#039;A farm will provide 6 fewer crowns for one year but four doses of magical mushrooms of various kinds&lt;br /&gt;
* &#039;&#039;&#039;The effect lasts for a full year&lt;br /&gt;
* &#039;&#039;&#039;A farm enchanted with Llofir&#039;s power cannot be targeted with Strong Ox, Golden Sun or Gathering the Harvest&lt;br /&gt;
[[Blessing of New Spring]] is a very old ritual widely used across the Empire to enchant farms to make them fertile and productive. It is especially powerful when used in conjunction with [[Strong Ox, Golden Sun]] and [[Gathering the Harvest]], rituals that build on the effects of this magic to increase a farm&#039;s yield even further.&lt;br /&gt;
&lt;br /&gt;
Llofir offers an alternative for those who are eager to embrace the gifts that the &#039;&#039;Great Fungus&#039;&#039; offers. If a dose of whisperspore is used while performing the ritual - then a new enchantment will settle over the farm - something his heralds call &amp;quot;The Blessing of the Rotlord.&amp;quot; This new enchantment will last for one year, unless the ritual is replaced in that time. During that time, the farm will produce a small crop of magical mushrooms, in place of the normal crops that would grow. While that happens, the farm will produce six crowns less but gain four magical mushrooms in their place.&lt;br /&gt;
&lt;br /&gt;
A ritual group could invoke the Blessing of the Rotlord on multiple farms at once, but it would require one dose of whisperspore for each farm that is targeted by the ritual, otherwise the normal Blessing of New Spring will settle over all the farms instead. A farm enchanted with &#039;&#039;Blessing of the Rotlord&#039;&#039; cannot benefit from [[Strong Ox, Golden Sun]] or [[Gathering the Harvest]].&lt;br /&gt;
&lt;br /&gt;
===Regrow the Land&#039;s Heart===&lt;br /&gt;
* &#039;&#039;&#039;Regrow the Land&#039;s Heart can be infused with Llofir&#039;s power if at least one whisperspore and one vital honey are used, and no crystal mana is included&lt;br /&gt;
* &#039;&#039;&#039;The territory will experience a burst of renewal focused around transforming places of ruin and rot into fertile land&lt;br /&gt;
* &#039;&#039;&#039;Farms and herb gardens in the territory will produce less money or fewer herbs, but provide additional magical mushrooms&lt;br /&gt;
The &#039;&#039;Great Fungus&#039;&#039; perceives death and decay as a route to new life. Sometimes its blessings are terrible, bringing disease and infection. Sometimes, however, its blessing promotes the blooming of new life from mulch and putrefaction. The final boon it offers Imperial magicians is an offer to weave this growth into any casting of [[Regrow the Land&#039;s Heart]] that targets an Imperial territory. To claim this boon, the ritual must be cast with both &#039;&#039;whisperspore&#039;&#039; and [[Vis#Vital Honey|vital honey]], and no crystal mana must be used (although mana from other sources such as [[Balms of the Fountainhead#Suffusion of Blood|Suffusion of Blood]] is fine), and the performance must include an evocation of Llofir by at least three of its names.&lt;br /&gt;
&lt;br /&gt;
If this is done Llofir will pour its own power into the enchantment. It will still have its normal effect - indeed it will be even more effective. Areas scarred by war or natural disaster, will quickly become overgrown with new plants and mushrooms. Regions with the [[Region_qualities#Ruined|ruined]] quality will not lose it, but the areas of ruin will swiftly be transformed into gardens or even woodlands. Every [[farm]] in the territory will provide 3 crowns fewer in income in the period leading up to the Spring Equinox, and every [[herb garden]] will produce six fewer true vervain. Instead, they will provide three doses of magical mushrooms from the demesne of Llofir.&lt;br /&gt;
&lt;br /&gt;
The exception is a territory that is part of the League, Highguard, or Urizen. The heralds of Llofir will not prevent the boon being used to cast &#039;&#039;Regrow the Land&#039;s Heart&#039;&#039; on those nations, but they warn that doing so will invite the eternal to take a measure of vengeance against the enchanted territory. No boons will be provided; what exactly will happen is unpredictable but the [[Unfettered Mind]] and [[Celestial Arch]] theorise that the eternal&#039;s influence will cause the ritual to deploy its effects in the most unhelpful fashion. Yet there is also a possibility here to drain away some of the enmity Llofir feels towards those nations - targeting a territory from one of those nations, especially if the ritual is performed by magicians of that nation, will satisfy the eternal&#039;s anger and repair the relationship with the &#039;&#039;Rot Lord&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
[[#A New Garden|Llofir&#039;s Paludarium]] was not commissioned. [[Hallow of the Green World]] was not cast on the Druj. [[Regrow the Land&#039;s Heart]] was cast on [[Hahnmark]] and [[Ossium]] causing farms and herb gardens to produce [[##Regrow_the_Land&#039;s_Heart|magical mushrooms]] in the territories for the follow season.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--In Summer 388YE, Senate [[commissioned|Raise_Fourth_Navarr_Army]] a Navarr army to fight the Vallorn, and received Llofir&#039;s aid to construct it. --!&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Llofir]]&lt;br /&gt;
* [[Has_reared_himself_a_throne#Hours_Breathing_Faint_and_Low|Has reared himself a throne]] - Autumn 387YE plenipotentiary wind of fortune&lt;br /&gt;
* [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|Destroying angels]] - Summer 383YE wind of war&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146047</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=146047"/>
		<updated>2026-10-05T13:53:39Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* List */&lt;/p&gt;
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&lt;div&gt;==List==&lt;br /&gt;
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https://www.profounddecisions.co.uk/empire-wiki/Opening_ceremonies&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opening_ceremonies&amp;diff=146046</id>
		<title>Opening ceremonies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opening_ceremonies&amp;diff=146046"/>
		<updated>2026-10-05T13:53:26Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: &lt;/p&gt;
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&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Caroline had been volunteered to talk to the heralds again, given she had fought alongside them during the delve into the depths to install the Red Iron Door. They were in the middle of erecting a truncated pillar of blue-white stone that looked extremely heavy. A dozen little scaled &#039;&#039;koboldi&#039;&#039; straining on ropes to bring it vertical in the deep hole they had dug for it. The League bravo noted that the column was covered in runes, but had no idea what they might mean. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold! Hold!&amp;quot; The &#039;&#039;koboldi&#039;&#039; surveyor had a piercing high pitched voice that cut through the hubbub like a greatsword through leather. The &#039;&#039;koboldi&#039;&#039; labourers did indeed hold, while the surveyor quickly examined the site with an oversized loupe and several references to a scrunched up parchment. Caroline peered over their shoulder (easily done given the stature of the &#039;&#039;koboldi&#039;&#039;) and saw that it was an esoteric, arcane diagram of a structure of columns, a foundation, and some low walls. She was not an architect herself, of course. For all she knew the surveyor was holding it upside down and it was actually a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perfect! Perfect!&amp;quot; piped the surveyor excitedly, and the workers released their ropes with a great cheer that nearly drowned out the sound of the stone column dropping into place. There was a certain amount of backslapping and yipping at what Caroline assumed was a job well done. The surveyor didn&#039;t waste any time on congratulations, but turned all their attention on the League citizen behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Can I help you?&amp;quot; Normally when Caroline was asked this kind of question there was an undertone of suspicion or challenge, but the &#039;&#039;koboldi&#039;&#039; seemed genuinely to be offering assistance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hope so,&amp;quot; she said, hunkering down slightly. &amp;quot;We were just wondering what was going on here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were some more cheers and cries at the other end of the structure as another column was expertly guided into place. The &#039;&#039;koboldi&#039;&#039; surveyor nodded several times.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh we&#039;re just building a frame,&amp;quot; they piped. &amp;quot;It&#039;s nothing to worry about. It&#039;s perfectly safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As if to cast doubt on their words, there was an outbreak of yipping and shouting over the surveyor&#039;s shoulder as a vital rope snapped and a rod of blue-white stone nearly sheared through the middle of a group of labourers into one of the pillars. The labourers managed to get control just in time. The surveyor noticed that Caroline was staring aghast and followed her eyeline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh don&#039;t worry,&amp;quot; they said chuckling. &amp;quot;All the stone is infused with adamant. It&#039;s almost impossible to damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was more worried about the workers,&amp;quot; said Caroline. The surveyor frowned and blinked, then chuckled again and just looked expectant.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is all this approved then?&amp;quot; Caroline tried again. &amp;quot;Only there are rules about building things in Anvil...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no need to worry about that either.&amp;quot; The &#039;&#039;koboldi&#039;&#039; beamed at her. &amp;quot;The site&#039;s been carefully chosen, right on the edge of Anvil where the restrictions end.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;And the Master knows all about this then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh absolutely, it was the master who instructed us to put this in place, very prestigious commission you know. Serious magic involved. Why, if one of the anchor pillars is more than a finger&#039;s width out of place the whole thing might collapse. Or explode, you know? Ha! I wouldn&#039;t want to be nearby if that was happening, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the other &#039;&#039;koboldi&#039;&#039; leaned in and whispered to the surveyor, who frowned again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, you mean the Imperial Master! Dima Vasilyevna Novosad! Wonderful person, very proud to work with them. No, they don&#039;t know anything about this. This has come from the Master himself, The King Under the Mountain. Some arrangement with the Iron Duke, you know? But don&#039;t worry - the Conclave is friends with both of them so I assume they&#039;ve sorted out all the permissions and things you people worry about so much!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All the &#039;&#039;koboldi&#039;&#039; were smiling at her now, and a woman who had fought all four of the barbarian nations in her time found herself taking a step backward from all those on-display sharp ivory teeth. After a moment of consideration, she decided this was very much above her pay grade, and that she&#039;d found out as much as she was going to find out, and so just nodded and muttered something about that all making sense before beating a hasty retreat.&lt;br /&gt;
&lt;br /&gt;
Several of the &#039;&#039;koboldi&#039;&#039; waved goodbye as she departed and one of them called out &amp;quot;Have a lovely afternoon!&amp;quot; without the slightest hint of sarcasm.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Camock.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Barely a week after the Autumn Equinox, a gang of &#039;&#039;koboldi&#039;&#039; pass through the Hall of Worlds and emerge at [[Anvil]]. They carry large numbers of surveying tools and spend a cheerful afternoon exploring, taking measurements, and avoiding direct questions. Over the next month, they set to work pinning out a sizable area of ground; more and more &#039;&#039;koboldi&#039;&#039; arrive and bring with them building materials and construction tools of all kinds. Working at remarkable speed, over the next fortnight, they begin to raise a sizable structure on the edge of [[Anvil]]. Several wagonloads of [[white granite]] and [[weirwood]] are delivered to the site from Casinean warehouses, as the &#039;&#039;koboldi&#039;&#039; overseer &#039;&#039;Molibolt&#039;&#039; redeems a stack of very old wains some dating back as far as the reign of [[Empress Mariika]]. More and more &#039;&#039;koboldi&#039;&#039; arrive, swelling their numbers until some local residents are concerned an actual invasion from the [[Realms#Summer realm|Summer realm]] may be underway.&lt;br /&gt;
&lt;br /&gt;
At first it is assumed this is some sort of arrangement with the [[Conclave]], the [[Archmage of Summer]], or the [[Master of the Koboldi]] but the [[Inhabitants of the realms#Heralds|heralds]] themselves cheerfully explain that it is nothing of the sort. They are here on a commission directly from the [[Adamant|King Under the Mountain]] themselves. A commission they describe as &amp;quot;ever so exciting&amp;quot; to the worry of many.&lt;br /&gt;
&lt;br /&gt;
==Barien&#039;s Gift==&lt;br /&gt;
* &#039;&#039;&#039;Adamant and Barien have collaborated to deliver a gift to the people of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new structure has been created on the margins between Anvil and Outer Anvil&#039;&#039;&#039;&lt;br /&gt;
With supernatural skill and speed, the servants of the &#039;&#039;Stone Dragon&#039;&#039; complete their work and, despite worries, return through the [[Regio#Imperial Regio|Imperial regio]]. It isn&#039;t at first clear what they have built - it seems to be less a building and more the skeleton of such. A large open space outlined by a series of support pillars. It looks incomplete, but when questioned Molibolt smiles secretively and says that they weren&#039;t commissioned to build the whole thing, only to construct &amp;quot;somewhere to put it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The very next morning, the guards set to watch over the construction find ten heralds bearing the owl banners of the [[Barien|Lord of the Crossroads]] have arrived. They encircle the &#039;&#039;koboldi&#039;&#039;-work building site and as the sun rises, they raise their banners high. Among their number are familiar faces - &#039;&#039;Revel&#039;&#039;, &#039;&#039;Temper&#039;&#039;, &#039;&#039;Flute&#039;&#039;, and &#039;&#039;Bellows&#039;&#039; - and several who have never been seen at Anvil before including one clearly of [[orc]] appearance and draped in crimson and steel. It is clear from the exertion on their faces that whatever they are doing is no easy task, and they ignore all attempts to question them. Molibolt and her gang do their best, but their very technical explanation about what is happening leaves most who speak to them none the wiser.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Tourneyground of Camock&#039;&#039;&#039;&amp;lt;br&amp;gt;Scholars among the [[Celestial Arch]] are aware of the &#039;&#039;Resounding Deep&#039;&#039; - a great chamber between the Summer realm and the mortal world where Barien is known to bring those who would challenge great beasts of the wilderness. The tourneygrounds there have been used in the past for several [[Challenge the Iron Duke|magical challenges]] between Imperial citizens and the &#039;&#039;Lord of the Crossroads&#039;&#039;. The &#039;&#039;koboldi&#039;&#039; overseer Molibolt mentions in part of their explanation of what is happening that the arena was &amp;quot;easier to move&amp;quot; because it was already quite close to the mortal realm, but that the logistics were still &amp;quot;a proper headscratcher&amp;quot;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
At midday, there is a sound like all the strings of a great harp being plucked simultaneously and between one moment and the next under the late Autumn sun, a building appears. An arena, marked with age, but formed around the pillars and supports the &#039;&#039;koboldi&#039;&#039; provided. Beaded with sweat, the heralds of Barien lower their banners and in some cases practically collapse from exhaustion. It falls to Revel to explain what has happened here.&lt;br /&gt;
&lt;br /&gt;
This, it seems, is a gift from Barien to the Empire in recognition of the challenges they have faced and those yet to come. A place for them to celebrate, to practice arts of war and peace alike, and for new challenges to be set under the watching eyes of Imperial citizens. In much the same way that the [[Cathan Canae|Lady of the Blizzard]] allows her great citadels to be called to the mortal world, Barien has moved the &#039;&#039;Tourneyground of Camock&#039;&#039; from his demesne to the mortal world. From its place on the edge of the Resounding Deep where the [[icewalker]] &#039;&#039;Saara Vartiainen&#039;&#039; once bested the terrible emerald dragon &#039;&#039;Saxesangwin&#039;&#039; in a contest of riddles, and &#039;&#039;Ser Cadacus&#039;&#039; moved Barien to tears with their bittersweet music, the tourneygrounds are now in Anvil. A sign that the &#039;&#039;Master of Revels&#039;&#039; recognises and exalts the enduring prowess of the Empire, and its heroes.&lt;br /&gt;
==The Anvil Arena==&lt;br /&gt;
* &#039;&#039;&#039;There is a new arena in Anvil, a gift from Barien to the people of the Empire&lt;br /&gt;
* &#039;&#039;&#039;The civil service have been lumbered with sorting out the details of how it will be used&lt;br /&gt;
* &#039;&#039;&#039;Barien intends to use the space for challenges but the rest of the time it is free for use by Imperial citizens&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
When the heralds depart, the arena remains behind. Temper and Flute formally hand the structure over to the nonplussed members of the civil service, on the understanding that they will be able to &amp;quot;handle the paperwork&amp;quot;. Bellows is the last to depart, and mentions in an off-hand way that some of Barien&#039;s reeves will be in touch before the Winter Solstice with a proposal of how to best celebrate the creation of the new arena. The only thing that the &#039;&#039;Iron Duke&#039;&#039; asks in return for his gift is recognition that the civil service give priority to the Summer realm when it comes to the use of the space - on the understanding that they will receive plenty of advance warning when such things are to take place.&lt;br /&gt;
&lt;br /&gt;
Imperial magicians are quick to explore the structure. They are able to confirm that it is &#039;&#039;physically there&#039;&#039; - not the result of an ongoing enchantment. The foundations and several of the supports are imbued with something akin to adamant - the indestructible stone of the Summer realm - and while it is not impossible to harm the structure it would take profoundly potent magic to do so in any meaningful way. Ritual divinations are deployed by members of the [[Unfettered Mind]]. [[Shadowed Glass of Sung|Night magic]] suggests that there is an enigma regarding the place - &amp;quot;&#039;&#039;What does it mean to be victorious, to triumph? What is the value of a contest with rules? What is the reward for those who do not win?&#039;&#039;&amp;quot;. Not precisely illuminating, but perhaps a riddle for mystics and philosophers to debate. [[Clear Lens of the Eternal River|Day magic]] is more forthcoming - &amp;quot;&#039;&#039;This is the tourney ground of Camock that once stood in the Resounding Deep, where Imperial heroes bested and were bested by the powers of the Summer realm, given as a gift to the Empire by the &#039;&#039;Lord of the Crossroads&#039;&#039; at the end of 387YE in recognition of the willingness of Imperial champions to challenge themselves and the world.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The structure itself is relatively simple - a flat open space surrounded by tiered rows of seats with some small offices attached. It is sparsely decorated - many of the impossibly bright banners and standards hung here when it arrived dissolve into mist and seafoam as the sun sets. As well as having room for martial contests, it&#039;s clear that with a little projection and a willing audience it would also serve well as a performance venue for music and drama. The seating area might also work reasonably well as a place for passionate debate, reasonable discussion, or the delivery of studious lectures. &lt;br /&gt;
&lt;br /&gt;
The civil servants entrusted with looking after the place have confirmed that they plan to operate a system similar to that which already exists with regard to other &amp;quot;Imperial&amp;quot; spaces - to schedule its use by Imperial citizens.&lt;br /&gt;
==Calling the Drottningbjotha==&lt;br /&gt;
* &#039;&#039;&#039;The rulers of the Summer realm have called the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will take the form of a grand tourney of the Imperial nations&#039;&#039;&#039;&lt;br /&gt;
It&#039;s been some eight years or more since the last time one of the monarchs of the Summer realm [[Calling the Drottningbjotha|called the Drottningbjotha]] (&#039;&#039;Drott-ning-BEE-yo-thar&#039;&#039;). As the Winter Solstice approaches, heralds of the monarchs of the Summer realm - of [[Adamant]], [[Cathan Canae]], [[Eleonaris]], [[Jaheris]], [[Meraud]], and [[Rhianos]] - let it be known that they intend to do so once again, to celebrate Imperial victories and the strong bond between the courts of Summer and the Empire. It falls to heralds of Barien to deliver the details of the challenge, which they do in discussion with the civil service.&lt;br /&gt;
&lt;br /&gt;
The last time the Drottningbjotha was called, by the &#039;&#039;Queen of Ice and Darkness&#039;&#039;, it was a test of endurance and fortitude as well as military prowess. This time, it is to be a test not of individuals but of bands of champions. Each nation of the Empire is invited to present a ten-strong warband of heroes, seasoned warriors and veterans of the Empire&#039;s battles against their enemies. They will contend against one another until only one remains and the warband - and the nation they represent - will receive the accolades of Summer. All who participate, however, will be granted a gift, commensurate with how far through the contest they get.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice, Revel and the heralds of Barien return to Anvil. This time they are here to deliver the rules of the tourney to be held at the coming summit.&lt;br /&gt;
&lt;br /&gt;
==Friday Evening==&lt;br /&gt;
* &#039;&#039;&#039;Opening ceremonies for the Drottningbjotha will take place on Friday evening in the arena, at 6:30pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[strategos]] of each Imperial nation is invited to attend, and to be responsible for assembling their nation&#039;s team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each strategos will be given a symbol of authority - they can pass the symbol to another if they prefer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each strategos will have a chance to address the crowd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enchanter Vesper Lucentia has also been invited to take part by the heralds&#039;&#039;&#039;&#039;&lt;br /&gt;
At &#039;&#039;&#039;6:30pm&#039;&#039;&#039;, after the opening of the summit, the heralds of Barien will invite the strategos&#039; of the ten nations of the Empire to come before them, and open the festivities of the Drottningbjotha. Where a nation currently has no strategos, Barien assumes that the [[general|generals]] of the nations involved will expedite the [[Strategos#Appointment|appointment]]. If they aren&#039;t able to, Revel will attend the nation afterwards to try and ensure an organiser is in place.&lt;br /&gt;
&lt;br /&gt;
Each nation that wishes to take part must field a single team of ten contestants; no more, no less. Barien is asking the strategoi to choose their nation&#039;s champions. The Drottningbjotha will be as much a test of the strategos&#039; skill and management as the champions themselves. They can choose whatever combination of steel clad fighters, archers and battlemages they prefer, but the ten they select are the only ones who can take part at each stage of the tournament.&lt;br /&gt;
&lt;br /&gt;
Revel will provide each strategoi with a symbol of their authority. This denotes that they have final say over who gets to take part in the tourney; the heralds will defer to the holder if there are any disputes. If a strategos does not wish to take on the responsibility for any reason, they may pass the symbol to another in their nation to act in their stead. &lt;br /&gt;
&lt;br /&gt;
The heralds don&#039;t offer any restrictions on how teams should be chosen; that is left entirely up to the strategos themselves. Of course the heralds would be delighted if some kind of tourney or challenge was implemented, but the ultimate decision lies with the organisers. Each strategos is welcome to include themselves as one of the ten champions, if they so wish, but there is no requirement to do so.&lt;br /&gt;
&lt;br /&gt;
Once Barien&#039;s tokens have been distributed, each strategos will be free to address the crowd for a minute, in order to set the right tone for the rest of the weekend, of course. If for some reason the strategos isn&#039;t there, the heralds of Barien will seek them out later and deliver their mark of authority.&lt;br /&gt;
&lt;br /&gt;
==Mustering the Warbands==&lt;br /&gt;
* &#039;&#039;&#039;The ten champions chosen for each nation must present themselves at the area at 4:00pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Those who bear Barien&#039;s symbol of authority will have the final say on who is chosen to represent their nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An 11th team will also participate, comprising one champion selected by each of nine covens chosen by the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enchanter Vesper Lucentia is invited to lead Barien&#039;s team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Drottningbjotha will open at &#039;&#039;&#039;4pm on the Saturday of the summit&#039;&#039;&#039;. The teams should present themselves to the heralds at that time, so they can ensure everything is in order. If there are any doubts who a nation&#039;s ten champions will be, then the strategos or whoever they have given Barien&#039;s symbol of authority to, will have the final say.&lt;br /&gt;
&lt;br /&gt;
In addition to ten nations, an 11th team will enter the contest. At this summit, [[Locked runes|Barien has invited nine favoured covens to each choose a champion]] to take part in the tourney. The Lord of the Crossroads has offered &#039;&#039;&#039;Enchanter Vesper Lucentia&#039;&#039;&#039; the opportunity to lead this motley team, as the leader of &#039;&#039;&#039;The Coven of Golden Wings&#039;&#039;&#039;, the coven with the most successful Iron Duke challengers of the last year. If fewer than nine champions are chosen by Barien&#039;s covens, Vesper will be free to choose additional contestants to add to their team in order to bring the total to ten.&lt;br /&gt;
&lt;br /&gt;
Once all 110 champions are accounted for, the tourney proper will begin with the first round. All rounds of the tourney will be fought under the same rules of engagement.&lt;br /&gt;
&lt;br /&gt;
==Rules of Engagement==&lt;br /&gt;
* &#039;&#039;&#039;Champions may benefit from enchantments, boons, magical items, and similar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Consumable items including potions, herbs, and crystal mana are not permitted in the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Champions may not receive aid from anyone outside their team once a bout begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A contestant is defeated when they can no longer rise, or they yield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A contestant may not return to the fight once they are healed or leave the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enterprising citizens are welcome to take bets on the outcome or to sell refreshments to the crowd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rules apply to every round of the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rules of this Drottningbjotha are straightforward. Contestants can bring with them as many enchantments or magic items as they wish but once the engagement starts there must be &#039;&#039;no use&#039;&#039; of consumables (including but not limited to potions, herbs, and crystal mana) until the bout is over. There must be no interference from outside the field itself; supporters must not provide spells, potions, herbs or similar to their team once their bout begins. Only the champions may affect the outcome of the challenge, and they must do so with their wits and prowess not with endless sacks of healing potions. In the event of any dispute about the rules the heralds of Barien will adjudicate, with advice from the [[Archmage of Summer]] (or their proxy) if they are present.&lt;br /&gt;
&lt;br /&gt;
Contestants are welcome to bring spare weapons and shields into the area to be used if their arms are shattered. These should be left at the edge of the fighting area; champions may only use spares their own team has brought in. This is not a fight to the death, a champion is defeated when they yield or cannot rise. Once a champion yields, leaves the arena or is healed after falling, they cannot return to that fight. They may participate in later rounds if their team is victorious.&lt;br /&gt;
&lt;br /&gt;
A herald of Adamant has suggested that the [[Imperial Apothecaries Guild]] provide sufficient healers to ensure that wherever possible nobody actually dies. They will be the sole exception to the rule that only the contestants will be on the field - Healers may enter the field to get the fallen to safety and ensure their wounds are not fatal. They should place one hand on their heart to indicate they are not participating and should not be struck. Fallen contestants should be removed from the field and healed on the sidelines. Healers are free to use whatever resources they desire, but anyone healed in this way cannot return to the fray in this bout. They may rejoin their team in the next round if their team are victorious.&lt;br /&gt;
&lt;br /&gt;
A query from a respected member of the [[Golden Pyramid]] order, about whether it is acceptable to take bets on the outcome, or to sell sausages on sticks to the audience, is met with polite incomprehension. The heralds of the Summer realm see no reason that what happens in the stands should be of interest to them or the participants in the Drottningbjotha. It seems that anyone with services to offer is more than welcome to make what coin they can from the assembled crowds.&lt;br /&gt;
&lt;br /&gt;
===The Opening Round===&lt;br /&gt;
* &#039;&#039;&#039;The opening round of the Drottningbjotha begins at the arena at 4:15pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It consists of five bouts, each pairing two nations against each other&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pairings will be drawn randomly before the start of the bouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A team wins if their opponents have no champions left standing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If both teams are still fighting after five minutes, the team with the most champions remaining wins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The opening round will consist of 5 bouts, each pitting one nation&#039;s warband against another. The heralds of Barien will draw lots randomly at the start of the round to determine pairings. Once underway, the fight ends when only one team has contestants remaining. If both sides are still in the fray after five minutes, the team with the most champions remaining is the winner. In the event of a tie, the heralds will call for the bout to continue, but whichever team loses the next champion, loses the bout.&lt;br /&gt;
&lt;br /&gt;
===The Heroes&#039; Round===&lt;br /&gt;
* &#039;&#039;&#039;After the first round is complete, a single hero from the five losing teams may enter the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will take part in a grand melee between these five heroes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The winning hero&#039;s team will advance to the second round&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The round will be followed by a brief interlude to allow the winning hero to recover&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien invites the High Bard to arrange entertainment in the arena during this period&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all the bouts in the first round are complete, Barien&#039;s heralds will invite each of the five losing teams to nominate a single hero to face off against the others. The decision of the strategos will settle any arguments. The five champions will enter the arena at the same time to fight in a grand melee. The team of whichever champion is left standing at the end will proceed to the next round, the others will be eliminated.&lt;br /&gt;
&lt;br /&gt;
There will be a short interlude after the heroes round to allow the winner to rest and recuperate. Barien invites the High Bard to entertain the crowd during the interlude, or else nominate someone who can do so if they prefer.&lt;br /&gt;
&lt;br /&gt;
===The Victors&#039; Round===&lt;br /&gt;
* &#039;&#039;&#039;The victors&#039; round will consist of 3 bouts between the 6 teams that won a bout previously&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pairings will be drawn randomly before the start of the bouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will be followed by a short interlude&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The six winners from the first two rounds will be paired off in three bouts in the next round. Barien&#039;s heralds will draw lots again, but will make sure there no repeats of pairings from the first round. It will employ the same rules as the previous bouts.&lt;br /&gt;
&lt;br /&gt;
The three winners will go forwards to the final round after another short interlude.&lt;br /&gt;
&lt;br /&gt;
===The Final Round===&lt;br /&gt;
* &#039;&#039;&#039;The final round will be a single grand melee&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will feature the three winners from the previous round and the team of the Iron Duke&#039;s champions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final bout will continue until only one team has champions remaining&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final team with champions still standing in the arena will be crowned the victors of the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The three winning teams from the previous round will go enter the final round of the Drottningbjotha. They will be joined by the team of the Iron Duke&#039;s champions.&lt;br /&gt;
&lt;br /&gt;
The final round will be a grand melee between the 4 teams, with no time limit. One team wins once all their opponents have no champions left standing. The winning team will be crowned the victors of the Drottningbjotha.&lt;br /&gt;
&lt;br /&gt;
==Spoils of the Contest==&lt;br /&gt;
* &#039;&#039;&#039;Every champion eliminated in the opening round will receive a dose of Skop&#039;s Mead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Champions eliminated in the victors round will each receive a dose of Troubadour&#039;s Glory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The losers in the final round will each receive a dose of Champion&#039;s Honey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every member of the winning team will each receive an Iron Owl&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The nation that wins the contest will receive a boon from those kings and queens of the Summer realm who have amity&#039;&#039;&#039;&lt;br /&gt;
As befits such a grand occasion, those who demonstrate their skills will be rewarded according to their success. Each individual champion who takes part but is eliminated in the opening round will receive a single dose of [[Philtres_of_War#Skop&#039;s_Mead|Skop&#039;s Mead]] in recognition of their brave efforts. Those eliminated in the victors round will be given a flask of &#039;&#039;Troubadour&#039;s Glory&#039;&#039;, a heady brew prepared by servants of the &#039;&#039;[[Eleonaris|Lady of Pennants]]&#039;&#039; which apparently has the same benefits as Skop&#039;s Mead but also restores three lost body hits to the imbiber.&lt;br /&gt;
&lt;br /&gt;
Each of the brave champions eliminated in the final round will be granted a snifter of &#039;&#039;Champion&#039;s Honey&#039;&#039;, a rare brew from the cellars of the [[Jaheris#Brews_of_Silverbrow|Moonsilver King]] with effects comparable to those of the [[Philtres_of_War#Elixir_of_Exalted_Puissance|Elixir of Exalted Puissance]]. Each of the ten winners will instead receive an Iron Owl, a powerful talisman enchanted by Barien themselves, which grants [[Heroic_skills#Extra_Hero_Points|one additional hero point]] to anyone bonded to it.&lt;br /&gt;
&lt;br /&gt;
Perhaps just as importantly, a nation that wins the contest will also receive the boons of the Summer realm. Each of the [[Alignment#Summer|monarchs of the Summer realm]] who has [[Alignment#Amity|amity]] at the end of the Winter Solstice summit will find a way to bless the lands of the winning nation. &lt;br /&gt;
&lt;br /&gt;
If Barien&#039;s champions are defeated in the final round, they will receive a dose of Champion&#039;s Honey like the other champions. If they are victorious, they will claim the Iron Owls, and the nation&#039;s prize will be claimed by Enchanter Vesper Lucentia on behalf of Dawn.&lt;br /&gt;
&lt;br /&gt;
With that, the curtain will fall on the Drottningbjotha, though not on the arena. It might take another 8 years for the next Drottningbjotha to be called, but the Tourneygrounds of Camock will play host to many more scenes of challenge and spectacle at the summits in between.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Resolution==&lt;br /&gt;
During the Winter Solstice 387YE, the team captained by &#039;&#039;&#039;Enchanter Vesper Lucentia&#039;&#039;&#039; of [[Dawn]] won the [[Opening_ceremonies|Drottningbjotha]] at the invitation of [[Barien]]. The next season, four of the Monarchs of Summer laid down their rewards for the nation: a [[Monarchs_and_outcasts#A_Boon_For_All_Seasons_(Various)|favour]] to each of the [[Knight-protector|Knights-protector]] that allowed them to call on their patron for a boon.&lt;br /&gt;
&lt;br /&gt;
--!&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Out of Character==&lt;br /&gt;
* &#039;&#039;&#039;Our new site includes a large covered grandstand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is now part of the IC location of Anvil and can be booked by players for their use through liaison with the civil service&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our new site features a large grandstand, which we&#039;re keen to integrate into the field at Anvil. Our set team are hard at work already, adapting that to make it look as impressive as possible for the first event. We don&#039;t have any plans to run a grand tourney like this every event, but it will be the natural place for plots like this to run in the future. Having the grandstand means we won&#039;t have to take over the Dawnish Glory Square every time we need to run a large set piece of plot in the future - so that location can remain for the exclusive use of the Dawnish and for plot aimed at the Dawnish.&lt;br /&gt;
&lt;br /&gt;
The space will be a normal part of Anvil, managed by the civil service, so players are welcome to [[Anvil#Booking_Civil_Service_Spaces|book the arena]] for anything they are planning that would benefit from open space and tiered seating.&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The great warrior shifted, wheeling in the sand, his spear spinning in his hands.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hiyaa!&amp;quot; He lunged forwards, the weapon a blur as it darted through the air, left then right. An orc went down clutching his midriff. The crowd gasped, as three more enemies leapt forward to take his place. &amp;quot;Booooooo!&amp;quot; the people in the stands catcalled the villains for daring to attack him three to one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeaarrgh!&amp;quot; He yanked the pole-axe back, loading the heavy head behind his head, then brought it forwards with devastating speed. It struck the sand with a boom so loud, the shockwave hurled everyone from their feet.&lt;br /&gt;
&lt;br /&gt;
An arrow came flying out of the distance, a deadly needle aimed directly for his head. Stumbling back, he pulled the quarterstaff up, just in time to knock the arrow from the air before it tore his throat out. Triumphant, he spun the weapon in one hand, then snapped it back, the haft behind his back, the point of the bhuj held out to the side to meet the rays of the setting sun.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carlos i Diez! Stop messing around and get on with it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of the great warrior&#039;s mum cut through the cheers from the grandstand. Carlos turned his back on the shout and screwed up his face in anger before the moment of truculence gave way to inevitable defeat. There was an hour of daylight left and he&#039;d miss everything if the job wasn&#039;t done by then. He lowered the head of the rake, until the tines sank in to the sand. Resigned to the defeat, he dragged it backwards, smoothing out the very same marks that his own heels had left a moment ago.&lt;br /&gt;
&lt;br /&gt;
People would be here soon. Mum reckoned it was a day, two at most. If he helped her get the arena ready in time, she said he could watch it. A great big battle, a real one... with proper weapons and everything... all the mightiest heroes in Anvil... &lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=146045</id>
		<title>Monarchs and outcasts</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monarchs_and_outcasts&amp;diff=146045"/>
		<updated>2026-10-05T13:52:35Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* A Boon For All Seasons (Various) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 30%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=A sacred ibis.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Six [[Realms|realms of magic]] align with the mortal world, whose [[Inhabitants of the realms|inhabitants]] are fundamentally different to the people of the mortal world and yet, to a degree, share some of their concerns. They are both complex and simple at the same time, seeking to change the world to match their perception of how it should work. They bargain and negotiate, threaten and cajole, and while it can be difficult to predict exactly where their gifts or curses might lead, still they have much to offer.&lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the creatures of the realms may sometimes take the initiative themselves. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages from this season is covered in the &#039;&#039;&#039;[[Key of dreams]]&#039;&#039;&#039; wind of fortune, while &#039;&#039;&#039;[[Ripple of echoes]]&#039;&#039;&#039; deals with magic of a mortal or mysterious prevenance and &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; deals specifically with the ongoing chaos relating to the [[Astronomancy|astronomantic]] [[Astronomancy#Constellations|constellations]].&lt;br /&gt;
==Spring==&lt;br /&gt;
===No Hiding Place (Irra Harah)===&lt;br /&gt;
* &#039;&#039;&#039;The Prince with a Thousand Foes is somewhat put out&lt;br /&gt;
Last season, a group of smiths and landskeepers [[The_thing_with_feathers#The_Stone_Cried_Out_(Irra_Harah_again)|were invited]] by the [[Irra_Harah|&#039;&#039;Warrenwise&#039;&#039;]] to attend a meeting at the &#039;&#039;Hare Stone&#039;&#039; in order to help address a particular issue. With that issue resolved, the group departed with a number of gifts from &#039;&#039;Papa Otec&#039;&#039; in thanks, including an incredibly powerful [[:Category:Paraphernalia|coven stone]] called &#039;&#039;the Protector&#039;s Stone&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Apparently, that same evening that same powerful coven stone was deliberately destroyed by a casting of [[Words of Ending]]. To say &#039;&#039;The Prince with a Thousand Foes&#039;&#039; is insulted and upset would be something of an fairly massive understatement. When a visiting herald informed the civil service of this, words along the lines of &amp;quot;let&#039;s see them cast [[Forge the Wooden Fastness]] in [[Mournwold#Alderly|Alderly]] again, I fucking dare them&amp;quot; were spoken in rather unkind tones to poor Jorgen. For the moment it doesn&#039;t seem that &#039;&#039;Shacklebreaker&#039;&#039; has taken any immediate action, but if the events surrounding the [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash]] and past issues with the [[Frozen Citadel of Cathan Canae]] are anything to go by, it may not be wise to rely &#039;&#039;too&#039;&#039; much on Forge the Wooden Fastness until the &#039;&#039;Ward of the Young&#039;&#039; has been placated.&lt;br /&gt;
===Mycelium for Old Rope (Llofir)===&lt;br /&gt;
* &#039;&#039;&#039;Last season, Llofir offered the Navarr a boon offering help raising their army in return for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This season, Llofir is offering the equivalent of 20 mithril for a thousand herbs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs must all be of the same type&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The herbs can be handed over to Avery Farkas on the Sunday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity will not be available after the Spring Equinox is over&#039;&#039;&#039;&lt;br /&gt;
Last season the [[Llofir|Rotlord]] approached the Navarr seeking their help - they need a huge bounty of herbs to power the creation of a new Paludarium and were willing to offer weapons and armour made from mycelium to help fund a new Navarr army. They wanted up to a thousand herbs, and offered the equivalent of 15 mithril in exchange. It&#039;s not clear if a large sapient mushroom can be disappointed, but if it could then it would be when no herbs were forthcoming.&lt;br /&gt;
&lt;br /&gt;
After some consideration, the eternal has taken the assumption that the deal did not go ahead because the eternal did not offer enough in return. As a result, it has reiterated its offer but found more mycelium to pay for it. Now it offers the equivalent of &#039;&#039;&#039;20 mithril&#039;&#039;&#039; for &#039;&#039;&#039;1000 herbs&#039;&#039;&#039; - or proportionately less if preferred.&lt;br /&gt;
&lt;br /&gt;
Eventually someone is able to track down one of Llofir&#039;s heralds and explain that one reason no herbs were delivered may be because the eternal didn&#039;t specify how the herbs &#039;&#039;could&#039;&#039; be handed over. After due consideration, the heralds ask Avery Farkas, one of the Navarr egregores, to nominate someone to organise and collect the herbs. Once Avery has found a willing volunteer, they can gather all the herbs they can acquire and then hand them over to Avery on the final day. A herald will collect them after the summit is over and ensure that they get given to Llofir. &lt;br /&gt;
&lt;br /&gt;
There are two catches, the first is that the herbs must all be of the same type. Llofir&#039;s intends to consume all the herbs at the same time. The second is that the army must [[Mushroom,_mushroom,_mushroom#A_New_Army|be dedicated to the destruction of the vallorn]]. The army need not be linked to Llofir, it doesn&#039;t need to embrace the scouring quality - but the Senate motion to raise the army must clearly state that it is dedicated to the destruction of the vallorn.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===Gilded Bouquet (Eleonaris)===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris reaches out to her allies in the Empire to offer aid with invocations of her &#039;&#039;Knights of Glory&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elodian herself, one of Eleonaris&#039; captains, is expected to arrive at 21:00 on Friday via the Hall of Worlds&lt;br /&gt;
All is well in the Empire, at least as far as the &#039;&#039;Lady of Pennants&#039;&#039; can tell, yet something must be amiss? Only three of her cohorts were summoned last season to join the Empire&#039;s great campaigns, half as many or fewer as were cast each season in the rest of the 387YE. Elodian, favoured herald of the &#039;&#039;Commander of the Golden Armies&#039;&#039; informs her that the Empire has been facing some issues with its regio recently, to which she is deeply distraught. Not back long from [[Where_the_slow_river_flows#Stormbreak|fighting alongside the Green Shields]] in [[Mitwold]], Elodian is quickly sent to travel to Anvil to offer some aid to help with further castings of the [[Knights of Glory]] and is expecting to arrive via the Hall of Worlds at around nine in the evening on Friday during the summit, to distribute these favours to any who might need them.&lt;br /&gt;
&lt;br /&gt;
Elodian comes with a purpose of her own, as well as the one set by the &#039;&#039;Lady of Pennants&#039;&#039;. Apparently, the soldiers of the [[Valiant Pegasus]] were acting awfully strange towards Elodian and her hammersmiths when fighting alongside them and the Green Shields in Mitwold this season. She is concerned that she may have in some way offended the Highborn, and so has asked the [[Archmage of Summer]] or her representative to meet her at the Hall of Worlds that she might be guided to the Chapel in the Highborn camp to speak to either &#039;&#039;&#039;Lucifer&#039;&#039;&#039; or the newly elected General of the Army. If her [[Root_and_branch#From_the_West|old comrade]] &#039;&#039;&#039;Sychar of Ebon&#039;s Hall&#039;&#039;&#039;, other Highborn or anyone else might be willing to show up to explain why she and her warband might be being [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|treated differently]], she would be very grateful.&lt;br /&gt;
===A Boon For All Seasons (Various)===&lt;br /&gt;
* &#039;&#039;&#039;The regents of the Summer Realm promised boons to Dawn for winning the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant, Meraud, Barien and Rhianos have each offered a boon to one of the Knight Protectors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The eternals of the Summer Realm that currently enjoy the [[Alignment#Amity|amity]] of the [[Conclave]] promised to grant a boon to the nation that won [[Opening ceremonies|the Drottningbjotha]]. The team put together by &#039;&#039;&#039;Enchanter Vesper Lucentia&#039;&#039;&#039; on behalf of Dawn, was ultimately victorious, and so the three regents and their wise counsellor, Adamant, Meraud, Barien and Rhianos, prepare to make good on their promise.&lt;br /&gt;
&lt;br /&gt;
Their original plan was to create one grand boon together, with each regent competing to add something to the magic. Unfortunately, that group quickly fall to squabbling. Rhianos argues for an idea involving beautiful seahorses made from foam and spume, that would lead Dawnish knights on adventures, Barien suggests a plan involving weavers producing inspiring banners, while Adamant is insistent that what the Dawnish really want is for Koboldi to build an enormous tower on top of the highest mountain in Dawn so that they can reach the stars &amp;quot;and fix them&amp;quot;, while Meraud wants to unleash a trio of terrifying giants through the forests of Astolat so that the yeofolk can have tests of mettle trying to kill them. Eventually Barien is forced to accept that there is no possible way that the regents of Summer can cooperate and that very clearly none of them have the slightest idea what Dawn might want.&lt;br /&gt;
&lt;br /&gt;
After a lot more arguing there is a compromise, each lord will adopt a single [[knight-protector]], the closest to their heart.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rhianos chooses the Knight-Protector of Spring&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Meraud chooses Artreus D&#039;Fauntine, the Knight-Protector of Summer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien chooses the Knight-Protector of Autumn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Adamant chooses Aletheia Wooder, the Knight-Protector of Winter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the chosen knights will receive a favour from their summer patron. They can use their favour to request a boon from the eternal in question, activating the magic will allow the knight to send a short simple message to the summer realm. They should use this to let their patron know what their heart desires. Barien&#039;s herald is clear that this boon is for the Land of the Glorious Morning (by which he means Dawn). Barien expects whatever it is that Dawn most wants to magically manifest itself in the hearts of the Knight-Protectors. Barien is generally considered the wisest of all the Summer eternals, but all too often that is a very low bar.&lt;br /&gt;
&lt;br /&gt;
The Knight-Protector of Spring is due to be re-elected this season, so &#039;&#039;Furole&#039;&#039; has given his boon to the Dawnish egregore. Once the nation has made their choice then the new Knight-Protector will receive &#039;&#039;Lady Gullscry&#039;s&#039;&#039; favour. Likewise Barien intends to wait until the nation appoints a new Knight-Protector of Autumn and make the same arrangements. Neither Meraud nor Adamant are content to wait, so their favoured knights will receive their favours this season. Of course the knight-protector can choose &#039;&#039;when&#039;&#039; to use their boon, but the &#039;&#039;Iron Duke&#039;&#039;s suggests they do not wait &#039;&#039;too&#039;&#039; long. The lords of the Summer Realm can only aid the Empire while they have amity - and who knows how long the fickle affections of the [[Conclave]] will last?&lt;br /&gt;
&lt;br /&gt;
The herald also points out that the powers of the regents of Summer are as far from limitless as the Sun is distant from the Moon. These favours are the kind a knight should expect from their liege for winning an important tourney. Dawn&#039;s knight-protectors may ask for &#039;&#039;anything&#039;&#039;, the regents of the Summer realm will determine what they &#039;&#039;get&#039;&#039;. Perhaps Barien is not such a naïf after-all...&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===How to Succeed in Business (Ephisis)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Dispose of the Quicksilver&#039;s Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type: &#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; The beneficiary of the sale&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Benefit:&#039;&#039;&#039; 80 wains of white granite and 240 crowns &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Quicksilver&#039;s Flame will be dismantled and removed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the beginning of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Cannot proceed if a [[declaration]] of [[Alignment#Acceptance|acceptance]] prohibits the sale&lt;br /&gt;
* Cannot proceed if Ephisis is under enmity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could sell the Quicksilver&#039;s Flame to the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sale requires a Senate motion to cede the fortification to the eternal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Conclave could use a declaration of acceptance to veto the sale&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Prince of Scales&#039;&#039; has a buyer with some very specific requirements. They wish to purchase a fortification, and by good fortune, the Quicksilver&#039;s Flame in [[Morrow]] is close enough to their specifications. As a result, the &#039;&#039;Grand Plutocrat&#039;&#039; is ready and willing to facilitate the exchange, assuming the Empire is prepared to sell. The City offers the construction cost of 80 wains of white granite and 240 crowns in return for the right to dismantle the fortification and remove it... lock, key and gatepost. &lt;br /&gt;
&lt;br /&gt;
The proposed sale has some constitutional implications, to put it mildly. The fortification is the property of the Empire; nobody, not even the Conclave, can simply dispose of it without the explicit approval of the Imperial [[Senate]]. Legally, it is very clear that the sale requires the fortification to be [[Powers_of_the_Imperial_Senate#Concedence|ceded to the eternal]] - and that can only happen with a successful [[Senate motion]].&lt;br /&gt;
&lt;br /&gt;
However, the [[Conclave]] have the responsibility to &#039;&#039;&amp;quot;ensure the fit and proper use of magic&amp;quot;&#039;&#039;, so this arrangement clearly falls squarely within their purview. After lengthy consideration, the Constitutional Court are not inclined to &#039;&#039;require&#039;&#039; the Conclave to approve the sale using a [[declaration]] - instead they have issued guidance that the concession could not proceed if the Conclave passed a declaration of [[Alignment#Acceptance|acceptance]] to reject the offer. While this is clearly a compromise, the Court hopes that it at least balances the constitutional rights of both houses without putting additional burdens on their capacity and time.&lt;br /&gt;
&lt;br /&gt;
If the Senate were minded to accept the sale, then the motion should state who will receive the sale funds. The offer remains available for one year, until the beginning of the Spring Equinox 389YE.&lt;br /&gt;
===The Final Vault (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;An Ephisis herald plans to auction entry to a final vault of the City of Gold and Lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Posters naming the owner of the vault will be provided at the Hub and the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The auction will take place at 20:00 on Friday in the Hall of Worlds, using crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasable slots in the vault will be between 11am and 1145am on the Saturday of the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Autumn regio of the Empire have been mercifully free of flyers recently. A week before the Spring Equinox, that changes. Several powerful autumn regio begin to spew forth flyers like a geyser erupting. The stream of papers forms a vaguely humanoid shape, which announces in a booming voice that &#039;&#039;Keel, respected herald of the Hidden Prince&#039;&#039; is ecstatic to announce their final auction for exclusive visitation to one of the City of Gold and Lead&#039;s vaults whose owner has long since defaulted on payment.&lt;br /&gt;
&lt;br /&gt;
There is an awkward apology with the unseasonable delay - unfortunately this particular vault has run into some trouble. The Lictors got themselves involved, demanding proof of the owner&#039;s untimely demise. Now that this has been provided, they are unable to stop the auction continuing. Hurrah!&lt;br /&gt;
&lt;br /&gt;
Posters will be left in the Hall of Worlds and the Hub detailing the owner of this season&#039;s vault - but Keel promises that this one is &amp;quot;a doozy&amp;quot; and &amp;quot;a fitting finale&amp;quot;. The auction itself will take place at 8pm on the Friday of the Spring Equinox in the Hall of Worlds. The currency will be crystal mana.&lt;br /&gt;
&lt;br /&gt;
Four slots, each lasting 5 minutes, will be auctioned. Each slot allows four people entry into the vault. Whilst inside, visitors may act as they wish. They will be permitted to leave with a small basked of goods (containing no paper) and a single piece of paper each should they wish. Any objects (besides the single piece of paper each) which do not fit in the basket, and any paper place in the basket must be returned to the vault.&lt;br /&gt;
&lt;br /&gt;
As always, Keel warns that those purchasing a later slot in the vault should be aware of the risk that there is nothing of value left for them to take. She hopes that in these circumstances, the lucky visitors would still enjoy a rare visit to the City - even though they will be of course unable to see any of it outside the vault. Bidders should also be aware that access to the vault requires access to the Hall of Worlds, and any appropriate arrangements to reach the space are the responsibility of the ticket-holder, and not the Lady of the Counting House or any of her intermediaries.&lt;br /&gt;
&lt;br /&gt;
This season, the slots to visit the vault will only be available between 11am and 11:45am on the Saturday of the Spring Equinox. Availability should be assured before committing to bidding to avoid disappointment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt; &#039;&#039;&#039;Access Information&#039;&#039;&#039;&amp;lt;/br&amp;gt; Full access information for the vault encounters are available on request from any crew member with a radio. But in particular we wish to draw attention to the fact that this vault makes extensive use of written material, and sifting through written information to a time limit is a key aspect of the encounter.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===One-Hahaha, Two-Hahaha (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;The City of Gold and Lead is offering to create proposals for a Counting House in Hercynia, Kallavesa or the Barrens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each would require the construction of a large edifice which would need to be ceded to Ephisis&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The territories in question would see a boost in taxation to the Imperial treasury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City must permit all trade bar the &#039;&#039;sale&#039;&#039; of people in the Counting House&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The City will proceed to draw up a detailed proposal if requested to do so by the Conclave&#039;&#039;&#039;&lt;br /&gt;
Erlend Gunnulfsson has been pressing the heralds of the [[Ephisis|City of Gold and Lead]] to consider the creation of a fane, a grand structure dedicated to the marketplace, a site where coins can flow like water turning the wheels of commerce and bringing [[Prosperity]] to all. Surprisingly, the City initially rejected the idea of building such a structure in one of the great cities of [[the League]]. The reasoning was simple - the cities of [[the League]] are some of the richest and wealthiest places in the Empire - there is no doubt at all that building a counting house would provide profits there, but [[Holberg]], [[Temeschwar]], [[Sarvos]], [[Spiral#Apulian|Apulian]] and [[Tassato]] are all thriving! Businesses are open, prices are low, the markets are competitive. &lt;br /&gt;
&lt;br /&gt;
The City of Lead and Gold does not go rushing blindly into a busy marketplace. Not when there are other lands which businesses are scarce, prices are high and competition is sorely lacking. The purpose of a Counting House is not to make money - that is the purpose of the occupants of the Counting House. The reason to build a house, the reason to create one, is to encourage trade, to bolster businesses, to encourage the local economy to flourish.&lt;br /&gt;
&lt;br /&gt;
For this reason the factors of the &#039;&#039;Prince of Scales&#039;&#039; believe that the returns for everyone would be better if a Counting House was build somewhere where trade does not currently flourish. Having ruled out current territories where war is currently raging, the City has identified three territories that would all benefit significantly from the presence of a Counting House, namely [[Kallavesa]], [[The Barrens]] and [[Hercynia]]. The three are presented in order of which would benefit the most, but all three are very close, there is not much in it.&lt;br /&gt;
&lt;br /&gt;
Before they put further time into such a proposal, the hands of the &#039;&#039;Merchant Queen&#039;&#039; wish to be certain that a proposal would be welcomed. Arrangements would need to made, the Empire would need to pay for a substantial investment, at least thirty wains, possibly more, and the resulting edifice would need to be ceded to Ephisis once it was complete. They would then choose someone to operate the Counting House and look to make a profit thereby. Goods would then be widely available in the territory, people could come to the Counting House to buy and sell as they please, just as folk trade using [[Ephisis&#039; Scale]] now. That would be bound to increase taxation in the territory - boosting the Imperial and Anvil economy.&lt;br /&gt;
&lt;br /&gt;
Such are the many positive gains to be had from the wonders of trade. But the heralds note two concerns - the first is that trade in anything would need to be legal in the Counting House. Out of deference to the particular wishes of the Empire, the Counting House will not engage in any trade in people, an easy agreement to make since the current seat of the Voivode of Chains is empty and likely to remain so. However, they cannot stop the trade in any other physical goods, as such restrictions are anathema to the agents of the &#039;&#039;High Merchant&#039;&#039;. If a bustling trade in substances like bite, as takes place now via [[Ephisis&#039; Scale]], were going to prove a problem then it may be better not to proceed.&lt;br /&gt;
&lt;br /&gt;
Of course, the inhabitants of the City thinks it would be better if the Empire scrapped these foolish laws placing limits on trade altogether. But, they understand that mortals are often unwilling to do that, despite the many clear benefits that unrestricted access to the marketplace serves to lower prices for everyone. However, since the Counting House would need to be ceded anyway, legally all trades would be taking place under the auspices of the City of Gold and Lead, rather than being covered by [[Imperial law]]. Still, the heralds appreciate that legal technicalities may not solve all problems, and so they politely request that the Conclave use a declaration of acceptance &#039;&#039;if and only if&#039;&#039; they wish the City of Gold and Lead to make a formal proposal for the construction of Counting Houses in the three territories. &lt;br /&gt;
&lt;br /&gt;
Such a request should made with the full understanding that it would need to be ceded to the City, that the City would chose who ran the Counting House and that all trade - bar the sale of people would be fully legal within the premises. If the conclave indicate that those arrangements meet the Empire&#039;s need, then the City will spend the time and money needed to produce a detailed specification to be presented for consideration, as soon as it is available. The factors of the City of Gold and Lead understand if those conditions are not acceptable to the Empire, but on this occasion, the conditions are not negotiable.&lt;br /&gt;
&lt;br /&gt;
===The Nobility of the Maggot (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039;Callidus is keen to reach out to the maggots of Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Several secretaries are expected to visit the Wintermark camp at 12.30 on Sunday&lt;br /&gt;
The [[Callidus|Prince of the Argent Tontine]] has received reports from his heralds that the wise and practical [[Wintermark_economic_interests#Maggot|maggots]] of Wintermark are an unfairly maligned group, and wishes to exalt and encourage them. To this end, he intends to send a small number of his secretaries to the Wintermark camp at around half past twelve on Sunday afternoon, to help any interested parties who wish to embolden and enhance their skills in maggotry for the coming year.&lt;br /&gt;
&lt;br /&gt;
Those who wish to barter for these boons are advised to be able to provide a token; a piece of jewellery, an amulet or personal talisman, or some similar trinket. In the event of successful negotiation, the heralds plan to invest a little bit of Autumn magic into this token.&lt;br /&gt;
&lt;br /&gt;
===Closing Orders (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039; Multitudo, herald of Callidus, will be showing up at 19:30 on Saturday to discuss the purchase of the sash of Guerra. &lt;br /&gt;
A herald of [[Callidus]], a short figure with curling horns and gold lines running over their skin, has delivered a letter to the civil service at [[Anvil]]. The letter contains an offer of a business deal, an opportunity for [[the Brass Coast]], [[Magpies]] and anyone else interested to purchase the Sash of [[Guerra]].&lt;br /&gt;
&lt;br /&gt;
This will be a direct sale at Anvil, as a member of the trade party will have the Sash on them. The deal will be done with Multitudo and a second party at 19:30 on Saturday of the Anvil Summit. The lackey of the &#039;&#039;Prince of the Argent Tontine&#039;&#039; stresses that this is one-time offer, to demonstrate what can be achieved if the Empire truly desires it. They do not intend to initiate such a services again, the finding of lost items, however the &#039;&#039;Golden Bargainer&#039;&#039; is more than willing to consider it in response to a [[Archmage#Plenipotentiary|plenipotentiary]] in which it was the sole subject.&lt;br /&gt;
&lt;br /&gt;
===The Hunt for Stephen of Sarcombe (Lictors)===&lt;br /&gt;
* &#039;&#039;&#039;The Sun Chamber has requested that the Lictors help track down and arrest Stephen of Sarcombe&lt;br /&gt;
The [[Lictors]] were delighted to receive a request for assistance from the Sun Chamber last season. That the future of the empire cares so deeply about arresting criminals and punishing oath breakers speaks well to its prospects. The Lictors will &#039;&#039;always&#039;&#039; be keen to offer their assistance in hunting down such individuals and providing all aid possible, and given their current level of [[Alignment#Amity|access]] to the Empire they are ideally placed to do so.&lt;br /&gt;
&lt;br /&gt;
There is however the small matter of proof. The accusations that the Sun Chamber have made are &#039;&#039;exceptionally&#039;&#039; serious and not to be levelled lightly. Under normal circumstances, the &#039;&#039;Brass Magistrates&#039;&#039; would ask to see contractual evidence to support, the cities of the Labyrinth always recommend a formal written contract for anything of import, so that these things can be independently verified, but they are aware that that is not always possible. And ultimately, an oath is still an oath, even if no record of it is ever made.&lt;br /&gt;
&lt;br /&gt;
In the case of Stephen of Sarcombe however, the Brass Magistrates have carried out an initial investigation and the situation remains occluded. The individual has sworn oaths of fealty, that much is true, just not to the Empire as far as the &#039;&#039;Reckoners&#039;&#039; can tell. Stephen was born in Mournwold, but the territory was under the rule of the Jotun at the time. The &#039;&#039;Chainbound&#039;&#039; have yet to find evidence that Stephen was ever oathbound to the Marches. &lt;br /&gt;
&lt;br /&gt;
Of course there may be more to discover. The Lictors have been invoked and consequences will follow. The &#039;&#039;City of Bar and Bond&#039;&#039; intends to dispatch one of their &#039;&#039;Reckoners&#039;&#039; to the Sodality Chamber at 8.30pm on the Friday of the Spring Equinox in order to discuss the specific nature of the Sodality&#039;s claims regarding Stephen&#039;s oathbreaking in order to consider what precise aid they may be able to render. The &#039;&#039;Furious Ones&#039;&#039; advise members of the Sun Chamber to gather what evidence they have in readiness, and prepare to make their case.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Question of Jetsam (Khobel Tavah)===&lt;br /&gt;
* &#039;&#039;&#039;Khobel Tavah have confirmed that Eilian Sweetwater is entirely physically safe and will remain so indefinitely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eilian Sweetwater will be swiftly returned as befits &#039;&#039;lost flotsam&#039;&#039; if the Conclave makes a Declaration of Acceptance declaring themselves responsible for the consequences&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Fleet Salvagemaster and the commissioner of Eilian&#039;s sabbatical are asked to attend a meeting on the Friday evening of the solstice at 22:10 to discuss the &#039;&#039;jetsam&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Eilian Sweetwater is one of the more beloved prognosticators the Prognosticator&#039;s Office possesses. An experienced researcher with a can-do attitude that befits his long time as an active member of Storm&#039;s Run Striding, he is well-known for combining a passion for the lessons the Empire&#039;s history has to teach us with a willingness to put on his mud boots and wade into the practical constraints of a problem. Unfortunately, he has been missing for half a year - ever since his sabbatical pursuing a survey of the Empire&#039;s historical lighthouses was cut short by the [[Grendel]] invasion of Redoubt in the Autumn of 387YE. At the time, Eilian was investigating the ruins of the Lighthouse at Nikephoros, which had been destroyed in an earlier Grendel attack in the Winter of 386YE - he disappeared after the attack and has not been seen since.&lt;br /&gt;
&lt;br /&gt;
It is believed by some that he fled the Grendel into the caves below the lighthouse, where a powerful Winter regio lies in a cave known as the Cave of the Drowned. These rumours were given some support when, at a recent parley, the Winter eternal known as the Two-Who-Are-One, [[Khobel Tavah]], is said to have confirmed that Eilian was safe and in some sense under their protection. If this is true, however, it is not clear that Eilian is able to leave. Certainly, nothing of him has been heard since: until now. Some weeks before the Spring Equinox, a startling figure emerges from the door to the Hall of Worlds. Their gaunt, corpse-like appearance marks them as inhuman, a creature of the Realms. However, they are dressed in the garb of a Highborn sailor: the bell and the book at their belt suggest nothing more than a Steward of the Dead. Indeed, they identify themselves as the Speaker for the Drowned, herald of the Sunken Rope. They begin to relay a message from the eternal they serve.&lt;br /&gt;
&lt;br /&gt;
The figure recounts the missing part of the story of Eilian&#039;s flight. Separated from their companions on the island in the midst of the Grendel attack, Eilian fled wounded to the cave of the Drowned below the isle of Nikephoros. It seems the herald of [[Kimus]] known as Fotismos perished as they attempted to defend their charge. The drowned figure does not dwell on this point, mentioning only that the affairs of the &#039;&#039;Unblinking Eye&#039;&#039; are not theirs to comment upon but that the [[Archmage of Day|Archmage of the Sea Above]] probably ought to be informed.&lt;br /&gt;
&lt;br /&gt;
Alone and desperately afraid, Eilian believed in that moment that he would surely die. The Speaker says that a fervent and desperate plea from a terrified soul is exactly the kind of call that Fear Death by Water are responsive to. &amp;quot;There, in Her bosom and under His eye&amp;quot;, says the Speaker for the Drowned, &amp;quot;your missing &#039;&#039;lost flotsam&#039;&#039; is safe - [[Kaela|Queen Esk&#039;s]] touch cannot find him in the abyssal darkness of the uttermost salt. He is suspended in terror, and terror preserves.&amp;quot; They say this dispassionately - there is no sense of cruelty as one might expect from a representative of [[The Thrice-cursed Court]]. To the &#039;&#039;Speaker for the Drowned&#039;&#039;, it seems perfectly natural that one might exist in such a state - especially if one wanted to remain protected from harm.&lt;br /&gt;
&lt;br /&gt;
The Speaker explains that it is not the wish of Fear and Her Bride to deprive the Empire of their precious &#039;&#039;lost flotsam&#039;&#039;. Eilian is not theirs to keep - there are old laws of the sea regarding such things. However, the chamber in which he dwells, known as the Uttermost Salt, was not unoccupied. &amp;quot;There is &#039;&#039;jetsam&#039;&#039; there, too - something long sealed away by an old bargain. If the flotsam is to be released into your care - and he will need care - you should know that the &#039;&#039;jetsam&#039;&#039; within the Uttermost will also follow. The gate does not open for one alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned is clear that Eilian will be returned swiftly if the Conclave makes a Declaration of Acceptance - a suggested text is provided - thanking the Sunken Rope for taking care of their lost flotsam, and accepting all responsibility for what will follow and any doom that might subsequently fall. The Consorts of Dark Water are hopeful that his stay with them has given Eilian some ideas as to how the Lighthouse at Nikephoros, constructed as a grand regio in their name in times past, can be restored. If the Conclave decides they do &#039;&#039;not&#039;&#039; want to accept the consequences of his release, that is fine - Terror-Under-Wave will continue his preservation for as long as they wish. He will be physically entirely safe. There is no cause for alarm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;The Speaker for the Drowned&#039;s suggested Declaration of Acceptance&amp;quot;&amp;gt;The Conclave thankfully claims Eilian Sweetwater as &#039;&#039;lost flotsam&#039;&#039; from Sunken Rope, and asks that the depths of the Uttermost Salt be emptied, that he might be immediately returned.&lt;br /&gt;
&lt;br /&gt;
In doing so, they accept full responsibility for the doom that will follow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jorgen, the long-suffering [[Civil Service|civil servant]] who often fields visitors from the realms and asks what exactly this &#039;&#039;jetsam&#039;&#039; that will &amp;quot;follow&amp;quot; is, and what this &amp;quot;doom&amp;quot; that might subsequently fall might be. The Steward of the Drowned looks genuinely surprised at the question - it seems to have expected its cryptic utterances to be understood. After a little thought it says that it will arrange for a chamber to be adjoined to the Hall of Worlds at the time of favourable omen, so that the Empire may send its Receiver of Wreck to discuss the affair. &lt;br /&gt;
&lt;br /&gt;
When it is explained that no such position exists, it is finally agreed that the [[Golden Fleet Salvagemaster]], &#039;&#039;&#039;Caleb of the Cenotaph&#039;&#039;&#039;, and the hakima and public artist &#039;&#039;&#039;Allegra i Riqueza&#039;&#039;&#039; (who is responsible for Eilian&#039;s wellbeing) are invited to meet the Steward in the Hall of Worlds at 22:10 on the Friday of the Spring Equinox. They will adjourn to a chamber, where the matter of the &#039;&#039;jetsam&#039;&#039; will be discussed. The [[Conclave]] may want to defer their decision until this meeting has concluded - but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
===Moments of Contemplation (Sorin)===&lt;br /&gt;
* &#039;&#039;&#039;The Tomb King invites five pairs of Imperial heroes to attend him in a chamber, beyond the Hall of Worlds, at 22:15 on the Saturday of the coming summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Named are Umarth Kannask, Odd Twiceborn, and Towlen Nighthaven. Each of these, and two others, must bring with them one who knows them intimately to enumerate their hypocrisies and weaknesses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Should the Hungry Wolf be pleased that the Empire is learning well of his truth, then he consents to grant a ritual from the Book of Ahsaver to Towlen Nighthaven&#039;&#039;&#039;&lt;br /&gt;
Last season, the &#039;&#039;Tomb King&#039;&#039; [[The_thing_with_feathers#Moments_of_Silence_(Sorin)|sent his Sepulchral Pontifex]] to visit the Imperial Orcs with an offer. He is apparently quite pleased with the respect shown by the Unshackled at Anvil, and especially with the actions of &#039;&#039;&#039;Karrak&#039;&#039;&#039; and &#039;&#039;&#039;Stormsteel Skorr&#039;&#039;&#039;. The &#039;&#039;Whelpmaster&#039;&#039; also notes that one of their number, &#039;&#039;&#039;Bloodcrow Arora&#039;&#039;&#039; has shown the wisdom and strength to take the title of [[Archmage of Winter]] from their predecessor. This too pleases the &#039;&#039;Lord of the Monolith&#039;&#039; as it means it should be even easier to arrange a [[Alignment#Acceptance|declaration of acceptance]] to offer him the contents of the tomb of Alicia-who-knew-the-path in Eoradal in exchange for the great boon that was offered. It would appear to be even more useful given the events in [[Mareave]] this season.&lt;br /&gt;
&lt;br /&gt;
[[Sorin|&#039;&#039;The Bleak Exarch&#039;&#039;]] notes the commitment the Empire has demonstrated toward his cause, that of ridding the self of weakness, but remains eternally unsatisfied, for the work is far from complete. He therefore invites &#039;&#039;&#039;Umarth Kannask&#039;&#039;&#039; and &#039;&#039;&#039;Odd Twiceborn&#039;&#039;&#039; to share what wisdom they have learned now that their blessing of Sand-blasted Ties is fading, as well as &#039;&#039;&#039;Towlen Nighthaven&#039;&#039;&#039;, who has invoked their Pallid Charm to ask a favour of &#039;&#039;the Empty One&#039;&#039;. In addition, two others, of Umarth and Odd Twiceborn&#039;s choosing, are welcome to present themselves to &#039;&#039;the Silent Kingdom&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Each of these five will enter the chamber separately, at the invitation of a [[Inhabitants_of_the_realms#Heralds|herald]], there to meet &#039;&#039;the Lord of the Monolith&#039;&#039; himself. However, they will bring with them a partner. This person should know the invitee well, but be little known to &#039;&#039;the Father of Draughir&#039;&#039;. Preferably, they should not be a mage at all, for the cause goes much beyond the practice of magic. They will have a short amount of time to explain to &#039;&#039;the Prince in Rags&#039;&#039; what hypocrisies and weaknesses the invitee still has to overcome. To illustrate, Towlen Nighthaven may bring a friend, and that friend will speak to Sorin of Towlen Nighthaven&#039;s hypocrisies. &lt;br /&gt;
&lt;br /&gt;
The heralds explain that Towlen Nighthaven has requested help reclaiming the Book of Ahsaver. Their lord is not inclined to do so, but will offer a ritual taken from there to him, if the citizens of the Empire can prove they have begun to understand his wisdom in the chamber before him.&lt;br /&gt;
&lt;br /&gt;
===Bound by Obligation (Tharim)===&lt;br /&gt;
* &#039;&#039;&#039;Tharim&#039;s herald has presented a boon on behalf of the eternal Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Varushkans that send a bloodied handprint along with any Tribute to the Thrice Cursed Court will receive a boon from Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The boon will grant the user a way to contact the eternal&#039;&#039;&#039;&lt;br /&gt;
Beneath a waning moon, a creature trussed in rusted chains emerges from the Imperial Regio ahead of the summit. It speaks through a jaw bound by iron, its gesture&#039;s constrained by the scrape of iron upon iron. It is clearly a herald of [[Tharim]], but it explains that &#039;&#039;Stoneheart&#039;&#039; is held by black iron law of a sworn oath, and so it is here to carry a message on behalf of the vile wretch [[Agramant]]. &lt;br /&gt;
&lt;br /&gt;
Grinding and chipping its teeth behind the jagged tines encasing its mouth, the herald recites the message. In remembrance of the Howler&#039;s favoured collaborator Milos Durenovich - so cruelly butchered as they sought to secure the survival of their people - &#039;&#039;Ropechewer&#039;&#039; shall offer the people of [[Varushka]] a boon. Throughout the coming summit, any citizen of Varushka who sends a bloodied handprint alongside a [[Tribute to the Thrice Cursed Court]] shall receive, with their allotment of [[vis#Heart&#039;s Blood|heart&#039;s blood]], a bloodied twig - a talisman allowing its user to send a missive to &#039;&#039;Drowner&#039;&#039; in his icy abode.&lt;br /&gt;
&lt;br /&gt;
With a rattling groan and a look of palpable disgust, the herald then proceeds to depart once more into the regio, shedding flakes of corroded metal that dust the dewy grass underfoot with each step.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
===The Turning of the Wheel (Sinokenon)===&lt;br /&gt;
* &#039;&#039;&#039;Sinokenon is sending two of its heralds at 10:15 on Saturday, tasked with a public relations mission&#039;&#039;&#039;&lt;br /&gt;
[[Sinokenon]] is an [[eternal]] whose relationship with the Empire has generally been consistently cordial, if never close. It has tended to pay most attention to the Empire at times when the ruling [[the Throne|Throne]] of the era has been able to successfully bend the institutions of the Empire to a single cause; nevertheless, even in less unified times it has rarely shown the Empire animosity. It has helped the Empire in recent years, most notably assisting the Archmage of Day to warn the people of [[Tsark]] of a planned raid by the [[Axos|Axou]] and the [[Grendel]].&lt;br /&gt;
&lt;br /&gt;
Recently, it attempted to help the foreigners of the [[Mirror_and_the_flame#The_Silver_Flame_of_Unity|Silver Flame enclave]] with their negotiations with the Empire. However, these efforts seem to have been unsuccessful, and the Conclave chose to [[387YE_Winter_Solstice_Conclave_sessions#Alignment:_Sinokenon,_Neutrality|rebuke]] Sinokenon&#039;s advances. While the Silver Flame have [[Journeys_end_in_lovers_meeting#Flame_on_the_pinnacle|their own response]] to the failure of those efforts, Sinokenon&#039;s heralds have reached out to the [[Civil Service|civil service]] expressing what appears to be genuine confusion and concern. They profess to be alarmed by the very idea that Sinokenon would ever seek to subvert or countermand the [[Imperial Constitution]].&lt;br /&gt;
&lt;br /&gt;
The ministers of the &#039;&#039;Silver Ministry&#039;&#039; appear to believe that this must be some kind of misunderstanding. They have assured the civil service that Sinokenon has never been more certain that the Empire is going in the right direction. Their ministers have made clear that, in particular, they regard Emperor Vesna as a particularly gifted occupant of the Throne. They point to [[Push_for_victory|the recent Imperial address]] as proof of her statecraft. Apparently, &#039;&#039;That Which Lives In Its Name&#039;&#039; had been minded to petition the Archmage of Day for the Conclave&#039;s amity - but has now put these plans on hold. Instead, two of its ministers - the Senior and Junior Minister for Casinean Public Relations - have been instructed to visit Anvil at the Spring Equinox on the Saturday morning, so as to best gauge Sinokenon&#039;s reputation at the present time and to take steps to alleviate any dismay or misapprehension. &lt;br /&gt;
&lt;br /&gt;
Arriving around 10:15 and staying until a little after 13:00, they would be delighted to meet with the Archmage of Day as part of this visit; however, Sinokenon&#039;s heralds are clear that the real focus will be talking to the foundation-stones of the Imperial hierarchy - the ordinary people who make it work - and distributing gifts and pamphlets that demonstrate Sinokenon&#039;s beneficial intentions. They appear confident that by raising their reputation with the foundation of Imperial society in this manner, they will comprehensively dissolve any negative reputation for the &#039;&#039;Turning Mirror&#039;&#039; that might exist. It remains to be seen whether or not they are remotely correct in their assumptions.&lt;br /&gt;
&lt;br /&gt;
===Out in the Open (Roshanwe)===&lt;br /&gt;
* &#039;&#039;&#039;Roshanwe has asked for a meeting with the Archmage of Day &lt;br /&gt;
* &#039;&#039;&#039;A herald of the Navigator aims to arrive in the Hall of Worlds at 22:00 on Saturday&lt;br /&gt;
In a prompt and timely manner, but not too much in advance of the Spring Equinox, a message from the &#039;&#039;Finder of the Path&#039;&#039; is delivered in very neat handwriting to the civil servants working at the [[Astolat#Castle of Thorns|Castle of Thorns]]. This is all considered normal and usual, until the contents are read.&lt;br /&gt;
&lt;br /&gt;
A trusted herald of the &#039;&#039;Navigator&#039;&#039; intends to arrive in the Hall of Worlds on Saturday at 22:00 and hopes to speak with the [[Archmage of Day]] or their designated representative, regarding a particular matter. This is not a secret matter, as such, but simply something better discussed in person. Ideally without any eavesdroppers. The Archmage of Day is welcome to discuss their conversation with anyone they choose after the herald has left, but a degree of discretion is requested until that time.&lt;br /&gt;
&lt;br /&gt;
One last important note, this herald will &#039;&#039;not&#039;&#039; be talking about lighthouses, despite them being of great interest to the &#039;&#039;Beacon&#039;&#039;. If they choose to take the alleged expertise of [[Khobel Tavah]] on building them, over hers, as they did with [[Kimus]] when building the lighthouse at Apulian, that&#039;s absolutely fine. Of course, if Eilian Sweetwater had come to the &#039;&#039;Mariner&#039;&#039; when producing the [[For_those_in_peril_on_the_sea|appraisal]] on the matter, even to ask her opinion, he might not be in such dire straits as he is now, but what&#039;s done is done. If the Empire ever &#039;&#039;did&#039;&#039; want to talk to &#039;&#039;The Finder of the Path&#039;&#039; on the topic however, a [[Archmage#Plenipotentiary|plenipotentiary]] on the topic would be very pleasing.&lt;br /&gt;
&lt;br /&gt;
===Staring at the Sun (Kimus)===&lt;br /&gt;
* &#039;&#039;&#039;Kimus brings word of a collaborative effort between itself and a coven of seers from Redoubt to better understand the threat of Cold Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Urizeni, particularly the current seat of the Brilliant Star, Volidus, should expect the eternal&#039;s heralds at 18:15 on Friday in the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
Unfolding from [[Regio#The_Imperial_Regio|the Imperial regio]] as the sun is at its zenith but days before the Spring Equinox, a Vizier of [[Kimus|&#039;&#039;She Who Watches&#039;&#039;]] goes initially unnoticed amidst the sweltering heat of high spring. The herald is content to remain motionless as they observe the comings and goings of Anvil through its many staring eyes.&lt;br /&gt;
&lt;br /&gt;
When it is finally approached and asked why it is here, they seem to consider the question with the same unblinking intensity before finally responding. They explain that in distant [[Redoubt]], within the dead caldera of a long-dead volcano lies &#039;&#039;Terminus Sol&#039;&#039; a potent regio corrupted by the invasion of [[Cold Sun]]. At this very moment, the Vizier continues, a [[coven]] of [[seer|seers]] from [[Redoubt#Delving|Delving]] known as &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; is preparing to divine knowledge and understanding from the blinding fire of Cold Sun.&lt;br /&gt;
&lt;br /&gt;
This process, formulated with assistance from &#039;&#039;The Celestial Eye&#039;&#039;, depends on a final element - one that must be carried through the [[Sentinel Gate]]. The herald requests that representatives of [[Urizen]], in particular Volidus, the overseer of the Brilliant Star, should watch the [[Hall of Worlds]] for the arrival of further emissaries of &#039;&#039;The Glass of the Heavens&#039;&#039; at six hours and fifteen minutes past midday upon the first day of the coming equinox.&lt;br /&gt;
===Whalefail (Leviathan)===&lt;br /&gt;
* &#039;&#039;&#039;Leviathan has failed to secure any of Damakhan&#039;s blades&lt;br /&gt;
&#039;&#039;[[Leviathan|She Who Counts the Ripples]]&#039;&#039; has [[To_fight_aloud#The_Forge|expressed an interest]] in the artefact known colloquially as the Sword of Damakhan. Wishing to secure the item for its historical value, the &#039;&#039;Fish of Why&#039;&#039; made an approach to &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039; who wields the blade as [[general]] of the [[Argent Sword]]. Through a special performance of [[Swim Leviathan&#039;s Depth]], discussion was had of what payment might be required to claim the blade. It seems that the [[Urizen|Urizeni]] were keen to replace their single sword with three other famous blades of Damakhan, tied to the three pillars of their nation. The &#039;&#039;Watcher Beneath the Waters&#039;&#039; agreed to consider the matter, believing that some or all of these swords were part of the collection of [[Zakalwe|Weapon Wise]]. By all accounts the &#039;&#039;Deep One&#039;&#039; was certain he could persuade Zakalwe to part with one of the blades. Clytemnestra was clear however that it would take all three swords to secure the final lesson of Damakhan.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Spring Equinox, a morose herald of the &#039;&#039;Hierarch of the Deepest Depth&#039;&#039; delivered a message to the Castle of Thorns. &#039;&#039;The Unspeakable One Who Lies Beneath The Eternal Ocean&#039;&#039; has failed utterly to make Zakalwe see reason and hand over &#039;&#039;any&#039;&#039; of the swords Clytemnestra wants let alone all three of them. As a consequence, he wishes to assure the Urizen that he has withdrawn his statement of interest in acquiring the blade and will instead watch with interest as it continues to carve its path through history.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Tyrannical Discipline (Whisper Gallery)===&lt;br /&gt;
* &#039;&#039;&#039;The Emerald Scholar in Sable Ribbons desires poetry from Steinr poets&lt;br /&gt;
* &#039;&#039;&#039;Performances of Whispering Shadow Courtiers can be enhanced to claim a bounty of crystal fire if they involve both an appropriate poem and poet&lt;br /&gt;
[[Whisper_Gallery#Members of the Court|The Emerald Scholar in Sable Ribbons]] is a known lover of poetry and is looking for some new reading material to &amp;quot;pass the time&amp;quot;. In particular, it has apparently acquired a taste for the poetry of the [[Steinr]] of [[Wintermark]]. During the Spring Equinox, any magician who casts [[Whispering Shadow Courtiers]] using an additional measure of [[iridescent gloaming]] and incorporating both poem and Steinr poet into the performance will receive three [[Vis#Crystal Fire|crystal fire]] in thanks. Each poet may only make one submission, but magicians of any people or nation may help as many Steinr wordsmiths as please them. It&#039;s not entirely clear how anyone knows this is the case; anyone speaking of it is invariably reporting something they heard from a friend of a friend or read somewhere they cannot put their finger on. There may be a nefarious plan here, or it might just be that the Scholar is simply interested in art. With the Whisper Gallery, it is sometimes hard to separate the two.&lt;br /&gt;
&lt;br /&gt;
Obviously there are several problems with this. The Whisper Gallery are under [[alignment#enmity|enmity]] of the [[Conclave]]. Whispering Shadow Courtiers is interdicted by that enmity. Accepting boons from an eternal under enmity is a crime. Of course, none of this is of the last concern to Emerald Scholar in Sable Ribbons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note&#039;&#039;&#039;: Anyone wanting to take advantage of this opportunity will need to ensure that the Steinr poet is a participant in the roleplay of the ritual (they do not need to be a [[Rituals#Contributors|contributor]]). Both the performers and the poet should speak to either a referee at the regio tent or a member of the GOD staff after performing the ritual.&lt;br /&gt;
&lt;br /&gt;
===Torch of Shadows (Janon)===&lt;br /&gt;
* &#039;&#039;&#039;Janon welcomes Vellenka Vanyanova as the new Shadowed Torchbearer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds will attend Anvil at 19:00 on Friday to dispense Janon&#039;s blessings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Janon have also been seen throughout the Empire making similar offers to the people&#039;&#039;&#039;&lt;br /&gt;
Last season the conclave elected a new [[Shadowed Torchbearer]], &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, and [[Janon]] is quick to send her congratulations. The &#039;&#039;Muse of Fire&#039;&#039; loves to meet new people, and expresses hope that their new friend&#039;s tenure will burn fast and bright, leaving behind only beautiful ashes to inspire those who come after. In order to properly greet his new agent in the Empire, &#039;&#039;Freedom&#039;s Flame&#039;&#039; will send heralds to Anvil via the Hall of Worlds at 19:00 on Friday in order to dispense blessings, respond to requests and hand over a list of demands. The &#039;&#039;Night Sword&#039;&#039; is not a being noted for restraint. What sie wants remains to be seen.&lt;br /&gt;
&lt;br /&gt;
In the meantime, reports of heralds of the &#039;&#039;Scribe of Burning Names&#039;&#039; are becoming more and more common across the Empire. This is not entirely surprising; the &#039;&#039;Voice of Zorech&#039;&#039; is under [[Alignment#Amity|amity]] and the doors are wide open to xir servants. What is causing some raised eyebrows is the fact that more and more often these heralds are offering to &#039;bless&#039; those they meet, just as their counterparts in Anvil have been doing. The number of people willing to take them up on their offer varies from place to place; there is far more interest among curious Freeborn than there is among the cautious and restrained chapter houses of Highguard.&lt;br /&gt;
&lt;br /&gt;
Where people do accept the gift, the outcome is always the same. The &#039;blessing&#039; turns out to be nothing more than [[Unfettered Anarchy]], a curse well-known to the Empire. There are some minor consequences - arguments, brawls, and acts of civil disobedience from the afflicted. Magistrates reiterate once again that being cursed is no defence in the eyes of the law, and remind all citizens that responsibility for their actions is ultimately their own. Nonetheless, conservative onlookers observe this trend with a sceptical eye. Today the &#039;&#039;Firebrand&#039;&#039; offers blessings. What will it do tomorrow?&lt;br /&gt;
===Messups for Sadogua (Sadogua)===&lt;br /&gt;
* &#039;&#039;&#039;Sadogua has been having difficulty replying to his mail&lt;br /&gt;
* &#039;&#039;&#039;He intends to deal with it following the Arcane Colloquium on Saturday evening in the Hall of Worlds&lt;br /&gt;
* &#039;&#039;&#039;He wants to be clear he is definitely not Dumon&lt;br /&gt;
Over the last six months, claims the little black and yellow herald in the peculiar hat, the [[Sadogua|Brother of Wizards]] has received quite a lot of [[Missive for Sadogua|messages]] from his friends in the Empire. Unfortunately, since the Autumn Equinox, he has been having a... the herald is clearly paraphrasing here... a dickens of a time responding. Something, he says, is messing with his ability to dispatch his return messages. The herald says that the &#039;&#039;Globbersnotch&#039;&#039; believes that there are only two possible causes - that it is something to do with the current &amp;quot;star crisis&amp;quot; going on in the Empire (this would likely be the matter discussed in the &#039;&#039;&#039;[[Things go awry]]&#039;&#039;&#039; wind of fortune), or more likely that it is part of a sinister plot by his wicked old foes the &#039;&#039;Circle of Zulgan Tash&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To resolve the matter, he intends to send someone with authority to deliver his letters to the Hall of Worlds on Saturday evening after the [[arcane Colloquium]]. He promises that this won&#039;t disrupt the [[Sevenfold Path]] or [[Silver Chalice]] meetings, and he&#039;ll - that is his representative - will be out of there before [[Conclave]] starts. Anyone who sent a &#039;&#039;Missive to Sadogua&#039;&#039; at the Autumn Equinox or the Winter Solstice should come along and pick up a response. One way or another there will be a response. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assuming&#039;&#039; of course that the &#039;&#039;Father of Bats&#039;&#039; still has [[Alignment#Amity|amity]] of course. Apparently some of his friends have mentioned that the [[Synod]] has been [[387YE_Winter_Solstice_Synod_judgements#Judgement_24|discussing]] the &amp;quot;fact&amp;quot; that he is the entity the [[Iron Confederacy|Suranni]] know as  &amp;quot;[[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|Dumon the Liar]]&amp;quot;. He would very much like to go on record, again, to make it clear that he is &#039;&#039;definitely not&#039;&#039; Dumon the Liar as he has explained to assorted Imperial magicians at various points. The Hand of Dumon and their ilk occasionally insist he &#039;&#039;is&#039;&#039; Dumon the Liar but that&#039;s coming &#039;&#039;entirely&#039;&#039; from them. Assuming good faith, this may be a complete misunderstanding fostered by the hard work he did helping the Empire [[Shake_it_off#A_Lot_Of_Mana|rescue large numbers of Suranni wizards]]. Alternatively, this might be another bad faith attempt to blacken his name by a Varushkan given he understands the judgement was raised by someone called &#039;&#039;Vaclav&#039;&#039;.&lt;br /&gt;
===Closed Caucus (Lashonar)===&lt;br /&gt;
* &#039;&#039;&#039;Lashonar is very unhappy and has barred Imperial citizens from its Caucus Forum&lt;br /&gt;
* &#039;&#039;&#039;It has asked the magistrates to investigate the theft of its (now) illegal ritual text&lt;br /&gt;
The eternal [[Lashonar]] has been placed under [[Alignment#Enmity|enmity]] by the Imperial conclave, allegedly for [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Lashonar,_Enmity|spilling Imperial secrets to the Empire&#039;s foes]]. Last season there was a meeting under its auspices arranged by the people of [[Axos]] - a [[My_soul_at_liberty#The_Magpie_in_the_Room|gathering of the Liberty Pact]]. After that meeting, the [[inhabitants of the realms#Heralds|herald]] responsible for ferrying Imperial delegates back and forth unexpectedly took the opportunity to deliver an announcement from their patron. The Empire, it says, is spreading lies about it and its intentions. As a consequence, for the foreseeable future, the [Lashonar#Caucus_Forum|Caucus Forum]] is now closed to Imperial citizens. Previously, before the enmity, Lashonar had simply removed the ability of the [[Archmage of Night]] to request the Forum, no questions asked. Now, though, it will not consent to arrange &#039;&#039;any&#039;&#039; meetings for magicians of any nation that will include Imperial citizens. Instead, he will calmly explain why that is not possible - because the Empire have unfairly defamed the &#039;&#039;Keeper of the Gates of Wisdom&#039;&#039; when all they wanted was to help people talk to one another.&lt;br /&gt;
&lt;br /&gt;
Further details have since emerged, primarily in the form of messages delivered by tired wizards from [[Faraden]] of all places. If the Conclave ever wants to rectify this, they can use a [[declaration]] of [[Alignment#Acceptance|Acceptance]] to retract any claims that Lashonar is intentionally &amp;quot;spilling secrets&amp;quot; and to apologise for how they have treated her. Or they can just put up with being barred from the single most effective way for folk in all parts of the Known World to talk to one another. The &#039;&#039;Eater-of-Silence&#039;&#039; does not care either way.&lt;br /&gt;
&lt;br /&gt;
In addition, Lashonar would like to complain that he is the victim of a crime. He asked repeatedly for Imperial magicians to return the ritual text for the &#039;&#039;Summoning of the Loquacious Birds&#039;&#039; to him and they have refused. He would very much like the Imperial magistrates to investigate this theft, and reminds them that as a ritual that draws directly on the power of an eternal under enmity, it is almost certainly illegal to have it and ought to be destroyed. Or returned to its maker. Lashonar suggests they might like to start with the &#039;&#039;Guild of Ash and Embers&#039;&#039; in [[the League]] who were the last people to perform the ritual.&lt;br /&gt;
&lt;br /&gt;
Lashonar, it appears, is taking this all very personally, despite protestations to the contrary.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
* Navarr provided 750 [[marrowort]] to Llofir, in return he provided the equivalent of 15 [[mithril]] towards the [[Raise_Fourth_Navarr_Army|fourth Navarr army]]. &lt;br /&gt;
* The Quicksilver&#039;s Flame was not sold to [[Ephisis]]. &lt;br /&gt;
* The [[#One-Hahaha, Two-Hahaha (Ephisis)|offer]] to create proposals for Counting Houses was [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Counting_Houses|accepted]].&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opening_ceremonies&amp;diff=146043</id>
		<title>Opening ceremonies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opening_ceremonies&amp;diff=146043"/>
		<updated>2026-10-05T13:48:46Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Caroline had been volunteered to talk to the heralds again, given she had fought alongside them during the delve into the depths to install the Red Iron Door. They were in the middle of erecting a truncated pillar of blue-white stone that looked extremely heavy. A dozen little scaled &#039;&#039;koboldi&#039;&#039; straining on ropes to bring it vertical in the deep hole they had dug for it. The League bravo noted that the column was covered in runes, but had no idea what they might mean. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold! Hold!&amp;quot; The &#039;&#039;koboldi&#039;&#039; surveyor had a piercing high pitched voice that cut through the hubbub like a greatsword through leather. The &#039;&#039;koboldi&#039;&#039; labourers did indeed hold, while the surveyor quickly examined the site with an oversized loupe and several references to a scrunched up parchment. Caroline peered over their shoulder (easily done given the stature of the &#039;&#039;koboldi&#039;&#039;) and saw that it was an esoteric, arcane diagram of a structure of columns, a foundation, and some low walls. She was not an architect herself, of course. For all she knew the surveyor was holding it upside down and it was actually a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perfect! Perfect!&amp;quot; piped the surveyor excitedly, and the workers released their ropes with a great cheer that nearly drowned out the sound of the stone column dropping into place. There was a certain amount of backslapping and yipping at what Caroline assumed was a job well done. The surveyor didn&#039;t waste any time on congratulations, but turned all their attention on the League citizen behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Can I help you?&amp;quot; Normally when Caroline was asked this kind of question there was an undertone of suspicion or challenge, but the &#039;&#039;koboldi&#039;&#039; seemed genuinely to be offering assistance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hope so,&amp;quot; she said, hunkering down slightly. &amp;quot;We were just wondering what was going on here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were some more cheers and cries at the other end of the structure as another column was expertly guided into place. The &#039;&#039;koboldi&#039;&#039; surveyor nodded several times.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh we&#039;re just building a frame,&amp;quot; they piped. &amp;quot;It&#039;s nothing to worry about. It&#039;s perfectly safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As if to cast doubt on their words, there was an outbreak of yipping and shouting over the surveyor&#039;s shoulder as a vital rope snapped and a rod of blue-white stone nearly sheared through the middle of a group of labourers into one of the pillars. The labourers managed to get control just in time. The surveyor noticed that Caroline was staring aghast and followed her eyeline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh don&#039;t worry,&amp;quot; they said chuckling. &amp;quot;All the stone is infused with adamant. It&#039;s almost impossible to damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was more worried about the workers,&amp;quot; said Caroline. The surveyor frowned and blinked, then chuckled again and just looked expectant.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is all this approved then?&amp;quot; Caroline tried again. &amp;quot;Only there are rules about building things in Anvil...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no need to worry about that either.&amp;quot; The &#039;&#039;koboldi&#039;&#039; beamed at her. &amp;quot;The site&#039;s been carefully chosen, right on the edge of Anvil where the restrictions end.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;And the Master knows all about this then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh absolutely, it was the master who instructed us to put this in place, very prestigious commission you know. Serious magic involved. Why, if one of the anchor pillars is more than a finger&#039;s width out of place the whole thing might collapse. Or explode, you know? Ha! I wouldn&#039;t want to be nearby if that was happening, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the other &#039;&#039;koboldi&#039;&#039; leaned in and whispered to the surveyor, who frowned again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, you mean the Imperial Master! Dima Vasilyevna Novosad! Wonderful person, very proud to work with them. No, they don&#039;t know anything about this. This has come from the Master himself, The King Under the Mountain. Some arrangement with the Iron Duke, you know? But don&#039;t worry - the Conclave is friends with both of them so I assume they&#039;ve sorted out all the permissions and things you people worry about so much!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All the &#039;&#039;koboldi&#039;&#039; were smiling at her now, and a woman who had fought all four of the barbarian nations in her time found herself taking a step backward from all those on-display sharp ivory teeth. After a moment of consideration, she decided this was very much above her pay grade, and that she&#039;d found out as much as she was going to find out, and so just nodded and muttered something about that all making sense before beating a hasty retreat.&lt;br /&gt;
&lt;br /&gt;
Several of the &#039;&#039;koboldi&#039;&#039; waved goodbye as she departed and one of them called out &amp;quot;Have a lovely afternoon!&amp;quot; without the slightest hint of sarcasm.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Camock.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Barely a week after the Autumn Equinox, a gang of &#039;&#039;koboldi&#039;&#039; pass through the Hall of Worlds and emerge at [[Anvil]]. They carry large numbers of surveying tools and spend a cheerful afternoon exploring, taking measurements, and avoiding direct questions. Over the next month, they set to work pinning out a sizable area of ground; more and more &#039;&#039;koboldi&#039;&#039; arrive and bring with them building materials and construction tools of all kinds. Working at remarkable speed, over the next fortnight, they begin to raise a sizable structure on the edge of [[Anvil]]. Several wagonloads of [[white granite]] and [[weirwood]] are delivered to the site from Casinean warehouses, as the &#039;&#039;koboldi&#039;&#039; overseer &#039;&#039;Molibolt&#039;&#039; redeems a stack of very old wains some dating back as far as the reign of [[Empress Mariika]]. More and more &#039;&#039;koboldi&#039;&#039; arrive, swelling their numbers until some local residents are concerned an actual invasion from the [[Realms#Summer realm|Summer realm]] may be underway.&lt;br /&gt;
&lt;br /&gt;
At first it is assumed this is some sort of arrangement with the [[Conclave]], the [[Archmage of Summer]], or the [[Master of the Koboldi]] but the [[Inhabitants of the realms#Heralds|heralds]] themselves cheerfully explain that it is nothing of the sort. They are here on a commission directly from the [[Adamant|King Under the Mountain]] themselves. A commission they describe as &amp;quot;ever so exciting&amp;quot; to the worry of many.&lt;br /&gt;
&lt;br /&gt;
==Barien&#039;s Gift==&lt;br /&gt;
* &#039;&#039;&#039;Adamant and Barien have collaborated to deliver a gift to the people of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new structure has been created on the margins between Anvil and Outer Anvil&#039;&#039;&#039;&lt;br /&gt;
With supernatural skill and speed, the servants of the &#039;&#039;Stone Dragon&#039;&#039; complete their work and, despite worries, return through the [[Regio#Imperial Regio|Imperial regio]]. It isn&#039;t at first clear what they have built - it seems to be less a building and more the skeleton of such. A large open space outlined by a series of support pillars. It looks incomplete, but when questioned Molibolt smiles secretively and says that they weren&#039;t commissioned to build the whole thing, only to construct &amp;quot;somewhere to put it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The very next morning, the guards set to watch over the construction find ten heralds bearing the owl banners of the [[Barien|Lord of the Crossroads]] have arrived. They encircle the &#039;&#039;koboldi&#039;&#039;-work building site and as the sun rises, they raise their banners high. Among their number are familiar faces - &#039;&#039;Revel&#039;&#039;, &#039;&#039;Temper&#039;&#039;, &#039;&#039;Flute&#039;&#039;, and &#039;&#039;Bellows&#039;&#039; - and several who have never been seen at Anvil before including one clearly of [[orc]] appearance and draped in crimson and steel. It is clear from the exertion on their faces that whatever they are doing is no easy task, and they ignore all attempts to question them. Molibolt and her gang do their best, but their very technical explanation about what is happening leaves most who speak to them none the wiser.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Tourneyground of Camock&#039;&#039;&#039;&amp;lt;br&amp;gt;Scholars among the [[Celestial Arch]] are aware of the &#039;&#039;Resounding Deep&#039;&#039; - a great chamber between the Summer realm and the mortal world where Barien is known to bring those who would challenge great beasts of the wilderness. The tourneygrounds there have been used in the past for several [[Challenge the Iron Duke|magical challenges]] between Imperial citizens and the &#039;&#039;Lord of the Crossroads&#039;&#039;. The &#039;&#039;koboldi&#039;&#039; overseer Molibolt mentions in part of their explanation of what is happening that the arena was &amp;quot;easier to move&amp;quot; because it was already quite close to the mortal realm, but that the logistics were still &amp;quot;a proper headscratcher&amp;quot;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
At midday, there is a sound like all the strings of a great harp being plucked simultaneously and between one moment and the next under the late Autumn sun, a building appears. An arena, marked with age, but formed around the pillars and supports the &#039;&#039;koboldi&#039;&#039; provided. Beaded with sweat, the heralds of Barien lower their banners and in some cases practically collapse from exhaustion. It falls to Revel to explain what has happened here.&lt;br /&gt;
&lt;br /&gt;
This, it seems, is a gift from Barien to the Empire in recognition of the challenges they have faced and those yet to come. A place for them to celebrate, to practice arts of war and peace alike, and for new challenges to be set under the watching eyes of Imperial citizens. In much the same way that the [[Cathan Canae|Lady of the Blizzard]] allows her great citadels to be called to the mortal world, Barien has moved the &#039;&#039;Tourneyground of Camock&#039;&#039; from his demesne to the mortal world. From its place on the edge of the Resounding Deep where the [[icewalker]] &#039;&#039;Saara Vartiainen&#039;&#039; once bested the terrible emerald dragon &#039;&#039;Saxesangwin&#039;&#039; in a contest of riddles, and &#039;&#039;Ser Cadacus&#039;&#039; moved Barien to tears with their bittersweet music, the tourneygrounds are now in Anvil. A sign that the &#039;&#039;Master of Revels&#039;&#039; recognises and exalts the enduring prowess of the Empire, and its heroes.&lt;br /&gt;
==The Anvil Arena==&lt;br /&gt;
* &#039;&#039;&#039;There is a new arena in Anvil, a gift from Barien to the people of the Empire&lt;br /&gt;
* &#039;&#039;&#039;The civil service have been lumbered with sorting out the details of how it will be used&lt;br /&gt;
* &#039;&#039;&#039;Barien intends to use the space for challenges but the rest of the time it is free for use by Imperial citizens&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
When the heralds depart, the arena remains behind. Temper and Flute formally hand the structure over to the nonplussed members of the civil service, on the understanding that they will be able to &amp;quot;handle the paperwork&amp;quot;. Bellows is the last to depart, and mentions in an off-hand way that some of Barien&#039;s reeves will be in touch before the Winter Solstice with a proposal of how to best celebrate the creation of the new arena. The only thing that the &#039;&#039;Iron Duke&#039;&#039; asks in return for his gift is recognition that the civil service give priority to the Summer realm when it comes to the use of the space - on the understanding that they will receive plenty of advance warning when such things are to take place.&lt;br /&gt;
&lt;br /&gt;
Imperial magicians are quick to explore the structure. They are able to confirm that it is &#039;&#039;physically there&#039;&#039; - not the result of an ongoing enchantment. The foundations and several of the supports are imbued with something akin to adamant - the indestructible stone of the Summer realm - and while it is not impossible to harm the structure it would take profoundly potent magic to do so in any meaningful way. Ritual divinations are deployed by members of the [[Unfettered Mind]]. [[Shadowed Glass of Sung|Night magic]] suggests that there is an enigma regarding the place - &amp;quot;&#039;&#039;What does it mean to be victorious, to triumph? What is the value of a contest with rules? What is the reward for those who do not win?&#039;&#039;&amp;quot;. Not precisely illuminating, but perhaps a riddle for mystics and philosophers to debate. [[Clear Lens of the Eternal River|Day magic]] is more forthcoming - &amp;quot;&#039;&#039;This is the tourney ground of Camock that once stood in the Resounding Deep, where Imperial heroes bested and were bested by the powers of the Summer realm, given as a gift to the Empire by the &#039;&#039;Lord of the Crossroads&#039;&#039; at the end of 387YE in recognition of the willingness of Imperial champions to challenge themselves and the world.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The structure itself is relatively simple - a flat open space surrounded by tiered rows of seats with some small offices attached. It is sparsely decorated - many of the impossibly bright banners and standards hung here when it arrived dissolve into mist and seafoam as the sun sets. As well as having room for martial contests, it&#039;s clear that with a little projection and a willing audience it would also serve well as a performance venue for music and drama. The seating area might also work reasonably well as a place for passionate debate, reasonable discussion, or the delivery of studious lectures. &lt;br /&gt;
&lt;br /&gt;
The civil servants entrusted with looking after the place have confirmed that they plan to operate a system similar to that which already exists with regard to other &amp;quot;Imperial&amp;quot; spaces - to schedule its use by Imperial citizens.&lt;br /&gt;
==Calling the Drottningbjotha==&lt;br /&gt;
* &#039;&#039;&#039;The rulers of the Summer realm have called the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will take the form of a grand tourney of the Imperial nations&#039;&#039;&#039;&lt;br /&gt;
It&#039;s been some eight years or more since the last time one of the monarchs of the Summer realm [[Calling the Drottningbjotha|called the Drottningbjotha]] (&#039;&#039;Drott-ning-BEE-yo-thar&#039;&#039;). As the Winter Solstice approaches, heralds of the monarchs of the Summer realm - of [[Adamant]], [[Cathan Canae]], [[Eleonaris]], [[Jaheris]], [[Meraud]], and [[Rhianos]] - let it be known that they intend to do so once again, to celebrate Imperial victories and the strong bond between the courts of Summer and the Empire. It falls to heralds of Barien to deliver the details of the challenge, which they do in discussion with the civil service.&lt;br /&gt;
&lt;br /&gt;
The last time the Drottningbjotha was called, by the &#039;&#039;Queen of Ice and Darkness&#039;&#039;, it was a test of endurance and fortitude as well as military prowess. This time, it is to be a test not of individuals but of bands of champions. Each nation of the Empire is invited to present a ten-strong warband of heroes, seasoned warriors and veterans of the Empire&#039;s battles against their enemies. They will contend against one another until only one remains and the warband - and the nation they represent - will receive the accolades of Summer. All who participate, however, will be granted a gift, commensurate with how far through the contest they get.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice, Revel and the heralds of Barien return to Anvil. This time they are here to deliver the rules of the tourney to be held at the coming summit.&lt;br /&gt;
&lt;br /&gt;
==Friday Evening==&lt;br /&gt;
* &#039;&#039;&#039;Opening ceremonies for the Drottningbjotha will take place on Friday evening in the arena, at 6:30pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[strategos]] of each Imperial nation is invited to attend, and to be responsible for assembling their nation&#039;s team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each strategos will be given a symbol of authority - they can pass the symbol to another if they prefer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each strategos will have a chance to address the crowd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enchanter Vesper Lucentia has also been invited to take part by the heralds&#039;&#039;&#039;&#039;&lt;br /&gt;
At &#039;&#039;&#039;6:30pm&#039;&#039;&#039;, after the opening of the summit, the heralds of Barien will invite the strategos&#039; of the ten nations of the Empire to come before them, and open the festivities of the Drottningbjotha. Where a nation currently has no strategos, Barien assumes that the [[general|generals]] of the nations involved will expedite the [[Strategos#Appointment|appointment]]. If they aren&#039;t able to, Revel will attend the nation afterwards to try and ensure an organiser is in place.&lt;br /&gt;
&lt;br /&gt;
Each nation that wishes to take part must field a single team of ten contestants; no more, no less. Barien is asking the strategoi to choose their nation&#039;s champions. The Drottningbjotha will be as much a test of the strategos&#039; skill and management as the champions themselves. They can choose whatever combination of steel clad fighters, archers and battlemages they prefer, but the ten they select are the only ones who can take part at each stage of the tournament.&lt;br /&gt;
&lt;br /&gt;
Revel will provide each strategoi with a symbol of their authority. This denotes that they have final say over who gets to take part in the tourney; the heralds will defer to the holder if there are any disputes. If a strategos does not wish to take on the responsibility for any reason, they may pass the symbol to another in their nation to act in their stead. &lt;br /&gt;
&lt;br /&gt;
The heralds don&#039;t offer any restrictions on how teams should be chosen; that is left entirely up to the strategos themselves. Of course the heralds would be delighted if some kind of tourney or challenge was implemented, but the ultimate decision lies with the organisers. Each strategos is welcome to include themselves as one of the ten champions, if they so wish, but there is no requirement to do so.&lt;br /&gt;
&lt;br /&gt;
Once Barien&#039;s tokens have been distributed, each strategos will be free to address the crowd for a minute, in order to set the right tone for the rest of the weekend, of course. If for some reason the strategos isn&#039;t there, the heralds of Barien will seek them out later and deliver their mark of authority.&lt;br /&gt;
&lt;br /&gt;
==Mustering the Warbands==&lt;br /&gt;
* &#039;&#039;&#039;The ten champions chosen for each nation must present themselves at the area at 4:00pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Those who bear Barien&#039;s symbol of authority will have the final say on who is chosen to represent their nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An 11th team will also participate, comprising one champion selected by each of nine covens chosen by the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enchanter Vesper Lucentia is invited to lead Barien&#039;s team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Drottningbjotha will open at &#039;&#039;&#039;4pm on the Saturday of the summit&#039;&#039;&#039;. The teams should present themselves to the heralds at that time, so they can ensure everything is in order. If there are any doubts who a nation&#039;s ten champions will be, then the strategos or whoever they have given Barien&#039;s symbol of authority to, will have the final say.&lt;br /&gt;
&lt;br /&gt;
In addition to ten nations, an 11th team will enter the contest. At this summit, [[Locked runes|Barien has invited nine favoured covens to each choose a champion]] to take part in the tourney. The Lord of the Crossroads has offered &#039;&#039;&#039;Enchanter Vesper Lucentia&#039;&#039;&#039; the opportunity to lead this motley team, as the leader of &#039;&#039;&#039;The Coven of Golden Wings&#039;&#039;&#039;, the coven with the most successful Iron Duke challengers of the last year. If fewer than nine champions are chosen by Barien&#039;s covens, Vesper will be free to choose additional contestants to add to their team in order to bring the total to ten.&lt;br /&gt;
&lt;br /&gt;
Once all 110 champions are accounted for, the tourney proper will begin with the first round. All rounds of the tourney will be fought under the same rules of engagement.&lt;br /&gt;
&lt;br /&gt;
==Rules of Engagement==&lt;br /&gt;
* &#039;&#039;&#039;Champions may benefit from enchantments, boons, magical items, and similar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Consumable items including potions, herbs, and crystal mana are not permitted in the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Champions may not receive aid from anyone outside their team once a bout begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A contestant is defeated when they can no longer rise, or they yield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A contestant may not return to the fight once they are healed or leave the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enterprising citizens are welcome to take bets on the outcome or to sell refreshments to the crowd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rules apply to every round of the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rules of this Drottningbjotha are straightforward. Contestants can bring with them as many enchantments or magic items as they wish but once the engagement starts there must be &#039;&#039;no use&#039;&#039; of consumables (including but not limited to potions, herbs, and crystal mana) until the bout is over. There must be no interference from outside the field itself; supporters must not provide spells, potions, herbs or similar to their team once their bout begins. Only the champions may affect the outcome of the challenge, and they must do so with their wits and prowess not with endless sacks of healing potions. In the event of any dispute about the rules the heralds of Barien will adjudicate, with advice from the [[Archmage of Summer]] (or their proxy) if they are present.&lt;br /&gt;
&lt;br /&gt;
Contestants are welcome to bring spare weapons and shields into the area to be used if their arms are shattered. These should be left at the edge of the fighting area; champions may only use spares their own team has brought in. This is not a fight to the death, a champion is defeated when they yield or cannot rise. Once a champion yields, leaves the arena or is healed after falling, they cannot return to that fight. They may participate in later rounds if their team is victorious.&lt;br /&gt;
&lt;br /&gt;
A herald of Adamant has suggested that the [[Imperial Apothecaries Guild]] provide sufficient healers to ensure that wherever possible nobody actually dies. They will be the sole exception to the rule that only the contestants will be on the field - Healers may enter the field to get the fallen to safety and ensure their wounds are not fatal. They should place one hand on their heart to indicate they are not participating and should not be struck. Fallen contestants should be removed from the field and healed on the sidelines. Healers are free to use whatever resources they desire, but anyone healed in this way cannot return to the fray in this bout. They may rejoin their team in the next round if their team are victorious.&lt;br /&gt;
&lt;br /&gt;
A query from a respected member of the [[Golden Pyramid]] order, about whether it is acceptable to take bets on the outcome, or to sell sausages on sticks to the audience, is met with polite incomprehension. The heralds of the Summer realm see no reason that what happens in the stands should be of interest to them or the participants in the Drottningbjotha. It seems that anyone with services to offer is more than welcome to make what coin they can from the assembled crowds.&lt;br /&gt;
&lt;br /&gt;
===The Opening Round===&lt;br /&gt;
* &#039;&#039;&#039;The opening round of the Drottningbjotha begins at the arena at 4:15pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It consists of five bouts, each pairing two nations against each other&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pairings will be drawn randomly before the start of the bouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A team wins if their opponents have no champions left standing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If both teams are still fighting after five minutes, the team with the most champions remaining wins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The opening round will consist of 5 bouts, each pitting one nation&#039;s warband against another. The heralds of Barien will draw lots randomly at the start of the round to determine pairings. Once underway, the fight ends when only one team has contestants remaining. If both sides are still in the fray after five minutes, the team with the most champions remaining is the winner. In the event of a tie, the heralds will call for the bout to continue, but whichever team loses the next champion, loses the bout.&lt;br /&gt;
&lt;br /&gt;
===The Heroes&#039; Round===&lt;br /&gt;
* &#039;&#039;&#039;After the first round is complete, a single hero from the five losing teams may enter the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will take part in a grand melee between these five heroes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The winning hero&#039;s team will advance to the second round&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The round will be followed by a brief interlude to allow the winning hero to recover&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien invites the High Bard to arrange entertainment in the arena during this period&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all the bouts in the first round are complete, Barien&#039;s heralds will invite each of the five losing teams to nominate a single hero to face off against the others. The decision of the strategos will settle any arguments. The five champions will enter the arena at the same time to fight in a grand melee. The team of whichever champion is left standing at the end will proceed to the next round, the others will be eliminated.&lt;br /&gt;
&lt;br /&gt;
There will be a short interlude after the heroes round to allow the winner to rest and recuperate. Barien invites the High Bard to entertain the crowd during the interlude, or else nominate someone who can do so if they prefer.&lt;br /&gt;
&lt;br /&gt;
===The Victors&#039; Round===&lt;br /&gt;
* &#039;&#039;&#039;The victors&#039; round will consist of 3 bouts between the 6 teams that won a bout previously&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pairings will be drawn randomly before the start of the bouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will be followed by a short interlude&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The six winners from the first two rounds will be paired off in three bouts in the next round. Barien&#039;s heralds will draw lots again, but will make sure there no repeats of pairings from the first round. It will employ the same rules as the previous bouts.&lt;br /&gt;
&lt;br /&gt;
The three winners will go forwards to the final round after another short interlude.&lt;br /&gt;
&lt;br /&gt;
===The Final Round===&lt;br /&gt;
* &#039;&#039;&#039;The final round will be a single grand melee&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will feature the three winners from the previous round and the team of the Iron Duke&#039;s champions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final bout will continue until only one team has champions remaining&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final team with champions still standing in the arena will be crowned the victors of the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The three winning teams from the previous round will go enter the final round of the Drottningbjotha. They will be joined by the team of the Iron Duke&#039;s champions.&lt;br /&gt;
&lt;br /&gt;
The final round will be a grand melee between the 4 teams, with no time limit. One team wins once all their opponents have no champions left standing. The winning team will be crowned the victors of the Drottningbjotha.&lt;br /&gt;
&lt;br /&gt;
==Spoils of the Contest==&lt;br /&gt;
* &#039;&#039;&#039;Every champion eliminated in the opening round will receive a dose of Skop&#039;s Mead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Champions eliminated in the victors round will each receive a dose of Troubadour&#039;s Glory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The losers in the final round will each receive a dose of Champion&#039;s Honey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every member of the winning team will each receive an Iron Owl&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The nation that wins the contest will receive a boon from those kings and queens of the Summer realm who have amity&#039;&#039;&#039;&lt;br /&gt;
As befits such a grand occasion, those who demonstrate their skills will be rewarded according to their success. Each individual champion who takes part but is eliminated in the opening round will receive a single dose of [[Philtres_of_War#Skop&#039;s_Mead|Skop&#039;s Mead]] in recognition of their brave efforts. Those eliminated in the victors round will be given a flask of &#039;&#039;Troubadour&#039;s Glory&#039;&#039;, a heady brew prepared by servants of the &#039;&#039;[[Eleonaris|Lady of Pennants]]&#039;&#039; which apparently has the same benefits as Skop&#039;s Mead but also restores three lost body hits to the imbiber.&lt;br /&gt;
&lt;br /&gt;
Each of the brave champions eliminated in the final round will be granted a snifter of &#039;&#039;Champion&#039;s Honey&#039;&#039;, a rare brew from the cellars of the [[Jaheris#Brews_of_Silverbrow|Moonsilver King]] with effects comparable to those of the [[Philtres_of_War#Elixir_of_Exalted_Puissance|Elixir of Exalted Puissance]]. Each of the ten winners will instead receive an Iron Owl, a powerful talisman enchanted by Barien themselves, which grants [[Heroic_skills#Extra_Hero_Points|one additional hero point]] to anyone bonded to it.&lt;br /&gt;
&lt;br /&gt;
Perhaps just as importantly, a nation that wins the contest will also receive the boons of the Summer realm. Each of the [[Alignment#Summer|monarchs of the Summer realm]] who has [[Alignment#Amity|amity]] at the end of the Winter Solstice summit will find a way to bless the lands of the winning nation. &lt;br /&gt;
&lt;br /&gt;
If Barien&#039;s champions are defeated in the final round, they will receive a dose of Champion&#039;s Honey like the other champions. If they are victorious, they will claim the Iron Owls, and the nation&#039;s prize will be claimed by Enchanter Vesper Lucentia on behalf of Dawn.&lt;br /&gt;
&lt;br /&gt;
With that, the curtain will fall on the Drottningbjotha, though not on the arena. It might take another 8 years for the next Drottningbjotha to be called, but the Tourneygrounds of Camock will play host to many more scenes of challenge and spectacle at the summits in between.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Resolution==&lt;br /&gt;
&lt;br /&gt;
--!&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Out of Character==&lt;br /&gt;
* &#039;&#039;&#039;Our new site includes a large covered grandstand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is now part of the IC location of Anvil and can be booked by players for their use through liaison with the civil service&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our new site features a large grandstand, which we&#039;re keen to integrate into the field at Anvil. Our set team are hard at work already, adapting that to make it look as impressive as possible for the first event. We don&#039;t have any plans to run a grand tourney like this every event, but it will be the natural place for plots like this to run in the future. Having the grandstand means we won&#039;t have to take over the Dawnish Glory Square every time we need to run a large set piece of plot in the future - so that location can remain for the exclusive use of the Dawnish and for plot aimed at the Dawnish.&lt;br /&gt;
&lt;br /&gt;
The space will be a normal part of Anvil, managed by the civil service, so players are welcome to [[Anvil#Booking_Civil_Service_Spaces|book the arena]] for anything they are planning that would benefit from open space and tiered seating.&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The great warrior shifted, wheeling in the sand, his spear spinning in his hands.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hiyaa!&amp;quot; He lunged forwards, the weapon a blur as it darted through the air, left then right. An orc went down clutching his midriff. The crowd gasped, as three more enemies leapt forward to take his place. &amp;quot;Booooooo!&amp;quot; the people in the stands catcalled the villains for daring to attack him three to one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeaarrgh!&amp;quot; He yanked the pole-axe back, loading the heavy head behind his head, then brought it forwards with devastating speed. It struck the sand with a boom so loud, the shockwave hurled everyone from their feet.&lt;br /&gt;
&lt;br /&gt;
An arrow came flying out of the distance, a deadly needle aimed directly for his head. Stumbling back, he pulled the quarterstaff up, just in time to knock the arrow from the air before it tore his throat out. Triumphant, he spun the weapon in one hand, then snapped it back, the haft behind his back, the point of the bhuj held out to the side to meet the rays of the setting sun.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carlos i Diez! Stop messing around and get on with it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of the great warrior&#039;s mum cut through the cheers from the grandstand. Carlos turned his back on the shout and screwed up his face in anger before the moment of truculence gave way to inevitable defeat. There was an hour of daylight left and he&#039;d miss everything if the job wasn&#039;t done by then. He lowered the head of the rake, until the tines sank in to the sand. Resigned to the defeat, he dragged it backwards, smoothing out the very same marks that his own heels had left a moment ago.&lt;br /&gt;
&lt;br /&gt;
People would be here soon. Mum reckoned it was a day, two at most. If he helped her get the arena ready in time, she said he could watch it. A great big battle, a real one... with proper weapons and everything... all the mightiest heroes in Anvil... &lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opening_ceremonies&amp;diff=146042</id>
		<title>Opening ceremonies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opening_ceremonies&amp;diff=146042"/>
		<updated>2026-10-05T13:47:39Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Spoils of the Contest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Caroline had been volunteered to talk to the heralds again, given she had fought alongside them during the delve into the depths to install the Red Iron Door. They were in the middle of erecting a truncated pillar of blue-white stone that looked extremely heavy. A dozen little scaled &#039;&#039;koboldi&#039;&#039; straining on ropes to bring it vertical in the deep hole they had dug for it. The League bravo noted that the column was covered in runes, but had no idea what they might mean. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold! Hold!&amp;quot; The &#039;&#039;koboldi&#039;&#039; surveyor had a piercing high pitched voice that cut through the hubbub like a greatsword through leather. The &#039;&#039;koboldi&#039;&#039; labourers did indeed hold, while the surveyor quickly examined the site with an oversized loupe and several references to a scrunched up parchment. Caroline peered over their shoulder (easily done given the stature of the &#039;&#039;koboldi&#039;&#039;) and saw that it was an esoteric, arcane diagram of a structure of columns, a foundation, and some low walls. She was not an architect herself, of course. For all she knew the surveyor was holding it upside down and it was actually a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perfect! Perfect!&amp;quot; piped the surveyor excitedly, and the workers released their ropes with a great cheer that nearly drowned out the sound of the stone column dropping into place. There was a certain amount of backslapping and yipping at what Caroline assumed was a job well done. The surveyor didn&#039;t waste any time on congratulations, but turned all their attention on the League citizen behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Can I help you?&amp;quot; Normally when Caroline was asked this kind of question there was an undertone of suspicion or challenge, but the &#039;&#039;koboldi&#039;&#039; seemed genuinely to be offering assistance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hope so,&amp;quot; she said, hunkering down slightly. &amp;quot;We were just wondering what was going on here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were some more cheers and cries at the other end of the structure as another column was expertly guided into place. The &#039;&#039;koboldi&#039;&#039; surveyor nodded several times.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh we&#039;re just building a frame,&amp;quot; they piped. &amp;quot;It&#039;s nothing to worry about. It&#039;s perfectly safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As if to cast doubt on their words, there was an outbreak of yipping and shouting over the surveyor&#039;s shoulder as a vital rope snapped and a rod of blue-white stone nearly sheared through the middle of a group of labourers into one of the pillars. The labourers managed to get control just in time. The surveyor noticed that Caroline was staring aghast and followed her eyeline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh don&#039;t worry,&amp;quot; they said chuckling. &amp;quot;All the stone is infused with adamant. It&#039;s almost impossible to damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was more worried about the workers,&amp;quot; said Caroline. The surveyor frowned and blinked, then chuckled again and just looked expectant.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is all this approved then?&amp;quot; Caroline tried again. &amp;quot;Only there are rules about building things in Anvil...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no need to worry about that either.&amp;quot; The &#039;&#039;koboldi&#039;&#039; beamed at her. &amp;quot;The site&#039;s been carefully chosen, right on the edge of Anvil where the restrictions end.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;And the Master knows all about this then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh absolutely, it was the master who instructed us to put this in place, very prestigious commission you know. Serious magic involved. Why, if one of the anchor pillars is more than a finger&#039;s width out of place the whole thing might collapse. Or explode, you know? Ha! I wouldn&#039;t want to be nearby if that was happening, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the other &#039;&#039;koboldi&#039;&#039; leaned in and whispered to the surveyor, who frowned again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, you mean the Imperial Master! Dima Vasilyevna Novosad! Wonderful person, very proud to work with them. No, they don&#039;t know anything about this. This has come from the Master himself, The King Under the Mountain. Some arrangement with the Iron Duke, you know? But don&#039;t worry - the Conclave is friends with both of them so I assume they&#039;ve sorted out all the permissions and things you people worry about so much!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All the &#039;&#039;koboldi&#039;&#039; were smiling at her now, and a woman who had fought all four of the barbarian nations in her time found herself taking a step backward from all those on-display sharp ivory teeth. After a moment of consideration, she decided this was very much above her pay grade, and that she&#039;d found out as much as she was going to find out, and so just nodded and muttered something about that all making sense before beating a hasty retreat.&lt;br /&gt;
&lt;br /&gt;
Several of the &#039;&#039;koboldi&#039;&#039; waved goodbye as she departed and one of them called out &amp;quot;Have a lovely afternoon!&amp;quot; without the slightest hint of sarcasm.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Camock.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Barely a week after the Autumn Equinox, a gang of &#039;&#039;koboldi&#039;&#039; pass through the Hall of Worlds and emerge at [[Anvil]]. They carry large numbers of surveying tools and spend a cheerful afternoon exploring, taking measurements, and avoiding direct questions. Over the next month, they set to work pinning out a sizable area of ground; more and more &#039;&#039;koboldi&#039;&#039; arrive and bring with them building materials and construction tools of all kinds. Working at remarkable speed, over the next fortnight, they begin to raise a sizable structure on the edge of [[Anvil]]. Several wagonloads of [[white granite]] and [[weirwood]] are delivered to the site from Casinean warehouses, as the &#039;&#039;koboldi&#039;&#039; overseer &#039;&#039;Molibolt&#039;&#039; redeems a stack of very old wains some dating back as far as the reign of [[Empress Mariika]]. More and more &#039;&#039;koboldi&#039;&#039; arrive, swelling their numbers until some local residents are concerned an actual invasion from the [[Realms#Summer realm|Summer realm]] may be underway.&lt;br /&gt;
&lt;br /&gt;
At first it is assumed this is some sort of arrangement with the [[Conclave]], the [[Archmage of Summer]], or the [[Master of the Koboldi]] but the [[Inhabitants of the realms#Heralds|heralds]] themselves cheerfully explain that it is nothing of the sort. They are here on a commission directly from the [[Adamant|King Under the Mountain]] themselves. A commission they describe as &amp;quot;ever so exciting&amp;quot; to the worry of many.&lt;br /&gt;
&lt;br /&gt;
==Barien&#039;s Gift==&lt;br /&gt;
* &#039;&#039;&#039;Adamant and Barien have collaborated to deliver a gift to the people of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new structure has been created on the margins between Anvil and Outer Anvil&#039;&#039;&#039;&lt;br /&gt;
With supernatural skill and speed, the servants of the &#039;&#039;Stone Dragon&#039;&#039; complete their work and, despite worries, return through the [[Regio#Imperial Regio|Imperial regio]]. It isn&#039;t at first clear what they have built - it seems to be less a building and more the skeleton of such. A large open space outlined by a series of support pillars. It looks incomplete, but when questioned Molibolt smiles secretively and says that they weren&#039;t commissioned to build the whole thing, only to construct &amp;quot;somewhere to put it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The very next morning, the guards set to watch over the construction find ten heralds bearing the owl banners of the [[Barien|Lord of the Crossroads]] have arrived. They encircle the &#039;&#039;koboldi&#039;&#039;-work building site and as the sun rises, they raise their banners high. Among their number are familiar faces - &#039;&#039;Revel&#039;&#039;, &#039;&#039;Temper&#039;&#039;, &#039;&#039;Flute&#039;&#039;, and &#039;&#039;Bellows&#039;&#039; - and several who have never been seen at Anvil before including one clearly of [[orc]] appearance and draped in crimson and steel. It is clear from the exertion on their faces that whatever they are doing is no easy task, and they ignore all attempts to question them. Molibolt and her gang do their best, but their very technical explanation about what is happening leaves most who speak to them none the wiser.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Tourneyground of Camock&#039;&#039;&#039;&amp;lt;br&amp;gt;Scholars among the [[Celestial Arch]] are aware of the &#039;&#039;Resounding Deep&#039;&#039; - a great chamber between the Summer realm and the mortal world where Barien is known to bring those who would challenge great beasts of the wilderness. The tourneygrounds there have been used in the past for several [[Challenge the Iron Duke|magical challenges]] between Imperial citizens and the &#039;&#039;Lord of the Crossroads&#039;&#039;. The &#039;&#039;koboldi&#039;&#039; overseer Molibolt mentions in part of their explanation of what is happening that the arena was &amp;quot;easier to move&amp;quot; because it was already quite close to the mortal realm, but that the logistics were still &amp;quot;a proper headscratcher&amp;quot;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
At midday, there is a sound like all the strings of a great harp being plucked simultaneously and between one moment and the next under the late Autumn sun, a building appears. An arena, marked with age, but formed around the pillars and supports the &#039;&#039;koboldi&#039;&#039; provided. Beaded with sweat, the heralds of Barien lower their banners and in some cases practically collapse from exhaustion. It falls to Revel to explain what has happened here.&lt;br /&gt;
&lt;br /&gt;
This, it seems, is a gift from Barien to the Empire in recognition of the challenges they have faced and those yet to come. A place for them to celebrate, to practice arts of war and peace alike, and for new challenges to be set under the watching eyes of Imperial citizens. In much the same way that the [[Cathan Canae|Lady of the Blizzard]] allows her great citadels to be called to the mortal world, Barien has moved the &#039;&#039;Tourneyground of Camock&#039;&#039; from his demesne to the mortal world. From its place on the edge of the Resounding Deep where the [[icewalker]] &#039;&#039;Saara Vartiainen&#039;&#039; once bested the terrible emerald dragon &#039;&#039;Saxesangwin&#039;&#039; in a contest of riddles, and &#039;&#039;Ser Cadacus&#039;&#039; moved Barien to tears with their bittersweet music, the tourneygrounds are now in Anvil. A sign that the &#039;&#039;Master of Revels&#039;&#039; recognises and exalts the enduring prowess of the Empire, and its heroes.&lt;br /&gt;
==The Anvil Arena==&lt;br /&gt;
* &#039;&#039;&#039;There is a new arena in Anvil, a gift from Barien to the people of the Empire&lt;br /&gt;
* &#039;&#039;&#039;The civil service have been lumbered with sorting out the details of how it will be used&lt;br /&gt;
* &#039;&#039;&#039;Barien intends to use the space for challenges but the rest of the time it is free for use by Imperial citizens&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
When the heralds depart, the arena remains behind. Temper and Flute formally hand the structure over to the nonplussed members of the civil service, on the understanding that they will be able to &amp;quot;handle the paperwork&amp;quot;. Bellows is the last to depart, and mentions in an off-hand way that some of Barien&#039;s reeves will be in touch before the Winter Solstice with a proposal of how to best celebrate the creation of the new arena. The only thing that the &#039;&#039;Iron Duke&#039;&#039; asks in return for his gift is recognition that the civil service give priority to the Summer realm when it comes to the use of the space - on the understanding that they will receive plenty of advance warning when such things are to take place.&lt;br /&gt;
&lt;br /&gt;
Imperial magicians are quick to explore the structure. They are able to confirm that it is &#039;&#039;physically there&#039;&#039; - not the result of an ongoing enchantment. The foundations and several of the supports are imbued with something akin to adamant - the indestructible stone of the Summer realm - and while it is not impossible to harm the structure it would take profoundly potent magic to do so in any meaningful way. Ritual divinations are deployed by members of the [[Unfettered Mind]]. [[Shadowed Glass of Sung|Night magic]] suggests that there is an enigma regarding the place - &amp;quot;&#039;&#039;What does it mean to be victorious, to triumph? What is the value of a contest with rules? What is the reward for those who do not win?&#039;&#039;&amp;quot;. Not precisely illuminating, but perhaps a riddle for mystics and philosophers to debate. [[Clear Lens of the Eternal River|Day magic]] is more forthcoming - &amp;quot;&#039;&#039;This is the tourney ground of Camock that once stood in the Resounding Deep, where Imperial heroes bested and were bested by the powers of the Summer realm, given as a gift to the Empire by the &#039;&#039;Lord of the Crossroads&#039;&#039; at the end of 387YE in recognition of the willingness of Imperial champions to challenge themselves and the world.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The structure itself is relatively simple - a flat open space surrounded by tiered rows of seats with some small offices attached. It is sparsely decorated - many of the impossibly bright banners and standards hung here when it arrived dissolve into mist and seafoam as the sun sets. As well as having room for martial contests, it&#039;s clear that with a little projection and a willing audience it would also serve well as a performance venue for music and drama. The seating area might also work reasonably well as a place for passionate debate, reasonable discussion, or the delivery of studious lectures. &lt;br /&gt;
&lt;br /&gt;
The civil servants entrusted with looking after the place have confirmed that they plan to operate a system similar to that which already exists with regard to other &amp;quot;Imperial&amp;quot; spaces - to schedule its use by Imperial citizens.&lt;br /&gt;
==Calling the Drottningbjotha==&lt;br /&gt;
* &#039;&#039;&#039;The rulers of the Summer realm have called the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will take the form of a grand tourney of the Imperial nations&#039;&#039;&#039;&lt;br /&gt;
It&#039;s been some eight years or more since the last time one of the monarchs of the Summer realm [[Calling the Drottningbjotha|called the Drottningbjotha]] (&#039;&#039;Drott-ning-BEE-yo-thar&#039;&#039;). As the Winter Solstice approaches, heralds of the monarchs of the Summer realm - of [[Adamant]], [[Cathan Canae]], [[Eleonaris]], [[Jaheris]], [[Meraud]], and [[Rhianos]] - let it be known that they intend to do so once again, to celebrate Imperial victories and the strong bond between the courts of Summer and the Empire. It falls to heralds of Barien to deliver the details of the challenge, which they do in discussion with the civil service.&lt;br /&gt;
&lt;br /&gt;
The last time the Drottningbjotha was called, by the &#039;&#039;Queen of Ice and Darkness&#039;&#039;, it was a test of endurance and fortitude as well as military prowess. This time, it is to be a test not of individuals but of bands of champions. Each nation of the Empire is invited to present a ten-strong warband of heroes, seasoned warriors and veterans of the Empire&#039;s battles against their enemies. They will contend against one another until only one remains and the warband - and the nation they represent - will receive the accolades of Summer. All who participate, however, will be granted a gift, commensurate with how far through the contest they get.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice, Revel and the heralds of Barien return to Anvil. This time they are here to deliver the rules of the tourney to be held at the coming summit.&lt;br /&gt;
&lt;br /&gt;
==Friday Evening==&lt;br /&gt;
* &#039;&#039;&#039;Opening ceremonies for the Drottningbjotha will take place on Friday evening in the arena, at 6:30pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[strategos]] of each Imperial nation is invited to attend, and to be responsible for assembling their nation&#039;s team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each strategos will be given a symbol of authority - they can pass the symbol to another if they prefer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each strategos will have a chance to address the crowd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enchanter Vesper Lucentia has also been invited to take part by the heralds&#039;&#039;&#039;&#039;&lt;br /&gt;
At &#039;&#039;&#039;6:30pm&#039;&#039;&#039;, after the opening of the summit, the heralds of Barien will invite the strategos&#039; of the ten nations of the Empire to come before them, and open the festivities of the Drottningbjotha. Where a nation currently has no strategos, Barien assumes that the [[general|generals]] of the nations involved will expedite the [[Strategos#Appointment|appointment]]. If they aren&#039;t able to, Revel will attend the nation afterwards to try and ensure an organiser is in place.&lt;br /&gt;
&lt;br /&gt;
Each nation that wishes to take part must field a single team of ten contestants; no more, no less. Barien is asking the strategoi to choose their nation&#039;s champions. The Drottningbjotha will be as much a test of the strategos&#039; skill and management as the champions themselves. They can choose whatever combination of steel clad fighters, archers and battlemages they prefer, but the ten they select are the only ones who can take part at each stage of the tournament.&lt;br /&gt;
&lt;br /&gt;
Revel will provide each strategoi with a symbol of their authority. This denotes that they have final say over who gets to take part in the tourney; the heralds will defer to the holder if there are any disputes. If a strategos does not wish to take on the responsibility for any reason, they may pass the symbol to another in their nation to act in their stead. &lt;br /&gt;
&lt;br /&gt;
The heralds don&#039;t offer any restrictions on how teams should be chosen; that is left entirely up to the strategos themselves. Of course the heralds would be delighted if some kind of tourney or challenge was implemented, but the ultimate decision lies with the organisers. Each strategos is welcome to include themselves as one of the ten champions, if they so wish, but there is no requirement to do so.&lt;br /&gt;
&lt;br /&gt;
Once Barien&#039;s tokens have been distributed, each strategos will be free to address the crowd for a minute, in order to set the right tone for the rest of the weekend, of course. If for some reason the strategos isn&#039;t there, the heralds of Barien will seek them out later and deliver their mark of authority.&lt;br /&gt;
&lt;br /&gt;
==Mustering the Warbands==&lt;br /&gt;
* &#039;&#039;&#039;The ten champions chosen for each nation must present themselves at the area at 4:00pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Those who bear Barien&#039;s symbol of authority will have the final say on who is chosen to represent their nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An 11th team will also participate, comprising one champion selected by each of nine covens chosen by the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enchanter Vesper Lucentia is invited to lead Barien&#039;s team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Drottningbjotha will open at &#039;&#039;&#039;4pm on the Saturday of the summit&#039;&#039;&#039;. The teams should present themselves to the heralds at that time, so they can ensure everything is in order. If there are any doubts who a nation&#039;s ten champions will be, then the strategos or whoever they have given Barien&#039;s symbol of authority to, will have the final say.&lt;br /&gt;
&lt;br /&gt;
In addition to ten nations, an 11th team will enter the contest. At this summit, [[Locked runes|Barien has invited nine favoured covens to each choose a champion]] to take part in the tourney. The Lord of the Crossroads has offered &#039;&#039;&#039;Enchanter Vesper Lucentia&#039;&#039;&#039; the opportunity to lead this motley team, as the leader of &#039;&#039;&#039;The Coven of Golden Wings&#039;&#039;&#039;, the coven with the most successful Iron Duke challengers of the last year. If fewer than nine champions are chosen by Barien&#039;s covens, Vesper will be free to choose additional contestants to add to their team in order to bring the total to ten.&lt;br /&gt;
&lt;br /&gt;
Once all 110 champions are accounted for, the tourney proper will begin with the first round. All rounds of the tourney will be fought under the same rules of engagement.&lt;br /&gt;
&lt;br /&gt;
==Rules of Engagement==&lt;br /&gt;
* &#039;&#039;&#039;Champions may benefit from enchantments, boons, magical items, and similar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Consumable items including potions, herbs, and crystal mana are not permitted in the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Champions may not receive aid from anyone outside their team once a bout begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A contestant is defeated when they can no longer rise, or they yield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A contestant may not return to the fight once they are healed or leave the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enterprising citizens are welcome to take bets on the outcome or to sell refreshments to the crowd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rules apply to every round of the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rules of this Drottningbjotha are straightforward. Contestants can bring with them as many enchantments or magic items as they wish but once the engagement starts there must be &#039;&#039;no use&#039;&#039; of consumables (including but not limited to potions, herbs, and crystal mana) until the bout is over. There must be no interference from outside the field itself; supporters must not provide spells, potions, herbs or similar to their team once their bout begins. Only the champions may affect the outcome of the challenge, and they must do so with their wits and prowess not with endless sacks of healing potions. In the event of any dispute about the rules the heralds of Barien will adjudicate, with advice from the [[Archmage of Summer]] (or their proxy) if they are present.&lt;br /&gt;
&lt;br /&gt;
Contestants are welcome to bring spare weapons and shields into the area to be used if their arms are shattered. These should be left at the edge of the fighting area; champions may only use spares their own team has brought in. This is not a fight to the death, a champion is defeated when they yield or cannot rise. Once a champion yields, leaves the arena or is healed after falling, they cannot return to that fight. They may participate in later rounds if their team is victorious.&lt;br /&gt;
&lt;br /&gt;
A herald of Adamant has suggested that the [[Imperial Apothecaries Guild]] provide sufficient healers to ensure that wherever possible nobody actually dies. They will be the sole exception to the rule that only the contestants will be on the field - Healers may enter the field to get the fallen to safety and ensure their wounds are not fatal. They should place one hand on their heart to indicate they are not participating and should not be struck. Fallen contestants should be removed from the field and healed on the sidelines. Healers are free to use whatever resources they desire, but anyone healed in this way cannot return to the fray in this bout. They may rejoin their team in the next round if their team are victorious.&lt;br /&gt;
&lt;br /&gt;
A query from a respected member of the [[Golden Pyramid]] order, about whether it is acceptable to take bets on the outcome, or to sell sausages on sticks to the audience, is met with polite incomprehension. The heralds of the Summer realm see no reason that what happens in the stands should be of interest to them or the participants in the Drottningbjotha. It seems that anyone with services to offer is more than welcome to make what coin they can from the assembled crowds.&lt;br /&gt;
&lt;br /&gt;
===The Opening Round===&lt;br /&gt;
* &#039;&#039;&#039;The opening round of the Drottningbjotha begins at the arena at 4:15pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It consists of five bouts, each pairing two nations against each other&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pairings will be drawn randomly before the start of the bouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A team wins if their opponents have no champions left standing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If both teams are still fighting after five minutes, the team with the most champions remaining wins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The opening round will consist of 5 bouts, each pitting one nation&#039;s warband against another. The heralds of Barien will draw lots randomly at the start of the round to determine pairings. Once underway, the fight ends when only one team has contestants remaining. If both sides are still in the fray after five minutes, the team with the most champions remaining is the winner. In the event of a tie, the heralds will call for the bout to continue, but whichever team loses the next champion, loses the bout.&lt;br /&gt;
&lt;br /&gt;
===The Heroes&#039; Round===&lt;br /&gt;
* &#039;&#039;&#039;After the first round is complete, a single hero from the five losing teams may enter the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will take part in a grand melee between these five heroes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The winning hero&#039;s team will advance to the second round&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The round will be followed by a brief interlude to allow the winning hero to recover&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien invites the High Bard to arrange entertainment in the arena during this period&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all the bouts in the first round are complete, Barien&#039;s heralds will invite each of the five losing teams to nominate a single hero to face off against the others. The decision of the strategos will settle any arguments. The five champions will enter the arena at the same time to fight in a grand melee. The team of whichever champion is left standing at the end will proceed to the next round, the others will be eliminated.&lt;br /&gt;
&lt;br /&gt;
There will be a short interlude after the heroes round to allow the winner to rest and recuperate. Barien invites the High Bard to entertain the crowd during the interlude, or else nominate someone who can do so if they prefer.&lt;br /&gt;
&lt;br /&gt;
===The Victors&#039; Round===&lt;br /&gt;
* &#039;&#039;&#039;The victors&#039; round will consist of 3 bouts between the 6 teams that won a bout previously&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pairings will be drawn randomly before the start of the bouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will be followed by a short interlude&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The six winners from the first two rounds will be paired off in three bouts in the next round. Barien&#039;s heralds will draw lots again, but will make sure there no repeats of pairings from the first round. It will employ the same rules as the previous bouts.&lt;br /&gt;
&lt;br /&gt;
The three winners will go forwards to the final round after another short interlude.&lt;br /&gt;
&lt;br /&gt;
===The Final Round===&lt;br /&gt;
* &#039;&#039;&#039;The final round will be a single grand melee&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will feature the three winners from the previous round and the team of the Iron Duke&#039;s champions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final bout will continue until only one team has champions remaining&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final team with champions still standing in the arena will be crowned the victors of the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The three winning teams from the previous round will go enter the final round of the Drottningbjotha. They will be joined by the team of the Iron Duke&#039;s champions.&lt;br /&gt;
&lt;br /&gt;
The final round will be a grand melee between the 4 teams, with no time limit. One team wins once all their opponents have no champions left standing. The winning team will be crowned the victors of the Drottningbjotha.&lt;br /&gt;
&lt;br /&gt;
==Spoils of the Contest==&lt;br /&gt;
* &#039;&#039;&#039;Every champion eliminated in the opening round will receive a dose of Skop&#039;s Mead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Champions eliminated in the victors round will each receive a dose of Troubadour&#039;s Glory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The losers in the final round will each receive a dose of Champion&#039;s Honey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every member of the winning team will each receive an Iron Owl&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The nation that wins the contest will receive a boon from those kings and queens of the Summer realm who have amity&#039;&#039;&#039;&lt;br /&gt;
As befits such a grand occasion, those who demonstrate their skills will be rewarded according to their success. Each individual champion who takes part but is eliminated in the opening round will receive a single dose of [[Philtres_of_War#Skop&#039;s_Mead|Skop&#039;s Mead]] in recognition of their brave efforts. Those eliminated in the victors round will be given a flask of &#039;&#039;Troubadour&#039;s Glory&#039;&#039;, a heady brew prepared by servants of the &#039;&#039;[[Eleonaris|Lady of Pennants]]&#039;&#039; which apparently has the same benefits as Skop&#039;s Mead but also restores three lost body hits to the imbiber.&lt;br /&gt;
&lt;br /&gt;
Each of the brave champions eliminated in the final round will be granted a snifter of &#039;&#039;Champion&#039;s Honey&#039;&#039;, a rare brew from the cellars of the [[Jaheris#Brews_of_Silverbrow|Moonsilver King]] with effects comparable to those of the [[Philtres_of_War#Elixir_of_Exalted_Puissance|Elixir of Exalted Puissance]]. Each of the ten winners will instead receive an Iron Owl, a powerful talisman enchanted by Barien themselves, which grants [[Heroic_skills#Extra_Hero_Points|one additional hero point]] to anyone bonded to it.&lt;br /&gt;
&lt;br /&gt;
Perhaps just as importantly, a nation that wins the contest will also receive the boons of the Summer realm. Each of the [[Alignment#Summer|monarchs of the Summer realm]] who has [[Alignment#Amity|amity]] at the end of the Winter Solstice summit will find a way to bless the lands of the winning nation. &lt;br /&gt;
&lt;br /&gt;
If Barien&#039;s champions are defeated in the final round, they will receive a dose of Champion&#039;s Honey like the other champions. If they are victorious, they will claim the Iron Owls, and the nation&#039;s prize will be claimed by Enchanter Vesper Lucentia on behalf of Dawn.&lt;br /&gt;
&lt;br /&gt;
With that, the curtain will fall on the Drottningbjotha, though not on the arena. It might take another 8 years for the next Drottningbjotha to be called, but the Tourneygrounds of Camock will play host to many more scenes of challenge and spectacle at the summits in between.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;--&lt;br /&gt;
==Resolution==&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Out of Character==&lt;br /&gt;
* &#039;&#039;&#039;Our new site includes a large covered grandstand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is now part of the IC location of Anvil and can be booked by players for their use through liaison with the civil service&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our new site features a large grandstand, which we&#039;re keen to integrate into the field at Anvil. Our set team are hard at work already, adapting that to make it look as impressive as possible for the first event. We don&#039;t have any plans to run a grand tourney like this every event, but it will be the natural place for plots like this to run in the future. Having the grandstand means we won&#039;t have to take over the Dawnish Glory Square every time we need to run a large set piece of plot in the future - so that location can remain for the exclusive use of the Dawnish and for plot aimed at the Dawnish.&lt;br /&gt;
&lt;br /&gt;
The space will be a normal part of Anvil, managed by the civil service, so players are welcome to [[Anvil#Booking_Civil_Service_Spaces|book the arena]] for anything they are planning that would benefit from open space and tiered seating.&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The great warrior shifted, wheeling in the sand, his spear spinning in his hands.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hiyaa!&amp;quot; He lunged forwards, the weapon a blur as it darted through the air, left then right. An orc went down clutching his midriff. The crowd gasped, as three more enemies leapt forward to take his place. &amp;quot;Booooooo!&amp;quot; the people in the stands catcalled the villains for daring to attack him three to one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeaarrgh!&amp;quot; He yanked the pole-axe back, loading the heavy head behind his head, then brought it forwards with devastating speed. It struck the sand with a boom so loud, the shockwave hurled everyone from their feet.&lt;br /&gt;
&lt;br /&gt;
An arrow came flying out of the distance, a deadly needle aimed directly for his head. Stumbling back, he pulled the quarterstaff up, just in time to knock the arrow from the air before it tore his throat out. Triumphant, he spun the weapon in one hand, then snapped it back, the haft behind his back, the point of the bhuj held out to the side to meet the rays of the setting sun.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carlos i Diez! Stop messing around and get on with it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of the great warrior&#039;s mum cut through the cheers from the grandstand. Carlos turned his back on the shout and screwed up his face in anger before the moment of truculence gave way to inevitable defeat. There was an hour of daylight left and he&#039;d miss everything if the job wasn&#039;t done by then. He lowered the head of the rake, until the tines sank in to the sand. Resigned to the defeat, he dragged it backwards, smoothing out the very same marks that his own heels had left a moment ago.&lt;br /&gt;
&lt;br /&gt;
People would be here soon. Mum reckoned it was a day, two at most. If he helped her get the arena ready in time, she said he could watch it. A great big battle, a real one... with proper weapons and everything... all the mightiest heroes in Anvil... &lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opening_ceremonies&amp;diff=146041</id>
		<title>Opening ceremonies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Opening_ceremonies&amp;diff=146041"/>
		<updated>2026-10-05T13:47:23Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Caroline had been volunteered to talk to the heralds again, given she had fought alongside them during the delve into the depths to install the Red Iron Door. They were in the middle of erecting a truncated pillar of blue-white stone that looked extremely heavy. A dozen little scaled &#039;&#039;koboldi&#039;&#039; straining on ropes to bring it vertical in the deep hole they had dug for it. The League bravo noted that the column was covered in runes, but had no idea what they might mean. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold! Hold!&amp;quot; The &#039;&#039;koboldi&#039;&#039; surveyor had a piercing high pitched voice that cut through the hubbub like a greatsword through leather. The &#039;&#039;koboldi&#039;&#039; labourers did indeed hold, while the surveyor quickly examined the site with an oversized loupe and several references to a scrunched up parchment. Caroline peered over their shoulder (easily done given the stature of the &#039;&#039;koboldi&#039;&#039;) and saw that it was an esoteric, arcane diagram of a structure of columns, a foundation, and some low walls. She was not an architect herself, of course. For all she knew the surveyor was holding it upside down and it was actually a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perfect! Perfect!&amp;quot; piped the surveyor excitedly, and the workers released their ropes with a great cheer that nearly drowned out the sound of the stone column dropping into place. There was a certain amount of backslapping and yipping at what Caroline assumed was a job well done. The surveyor didn&#039;t waste any time on congratulations, but turned all their attention on the League citizen behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Can I help you?&amp;quot; Normally when Caroline was asked this kind of question there was an undertone of suspicion or challenge, but the &#039;&#039;koboldi&#039;&#039; seemed genuinely to be offering assistance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hope so,&amp;quot; she said, hunkering down slightly. &amp;quot;We were just wondering what was going on here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were some more cheers and cries at the other end of the structure as another column was expertly guided into place. The &#039;&#039;koboldi&#039;&#039; surveyor nodded several times.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh we&#039;re just building a frame,&amp;quot; they piped. &amp;quot;It&#039;s nothing to worry about. It&#039;s perfectly safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As if to cast doubt on their words, there was an outbreak of yipping and shouting over the surveyor&#039;s shoulder as a vital rope snapped and a rod of blue-white stone nearly sheared through the middle of a group of labourers into one of the pillars. The labourers managed to get control just in time. The surveyor noticed that Caroline was staring aghast and followed her eyeline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh don&#039;t worry,&amp;quot; they said chuckling. &amp;quot;All the stone is infused with adamant. It&#039;s almost impossible to damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was more worried about the workers,&amp;quot; said Caroline. The surveyor frowned and blinked, then chuckled again and just looked expectant.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is all this approved then?&amp;quot; Caroline tried again. &amp;quot;Only there are rules about building things in Anvil...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no need to worry about that either.&amp;quot; The &#039;&#039;koboldi&#039;&#039; beamed at her. &amp;quot;The site&#039;s been carefully chosen, right on the edge of Anvil where the restrictions end.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;And the Master knows all about this then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh absolutely, it was the master who instructed us to put this in place, very prestigious commission you know. Serious magic involved. Why, if one of the anchor pillars is more than a finger&#039;s width out of place the whole thing might collapse. Or explode, you know? Ha! I wouldn&#039;t want to be nearby if that was happening, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the other &#039;&#039;koboldi&#039;&#039; leaned in and whispered to the surveyor, who frowned again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, you mean the Imperial Master! Dima Vasilyevna Novosad! Wonderful person, very proud to work with them. No, they don&#039;t know anything about this. This has come from the Master himself, The King Under the Mountain. Some arrangement with the Iron Duke, you know? But don&#039;t worry - the Conclave is friends with both of them so I assume they&#039;ve sorted out all the permissions and things you people worry about so much!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All the &#039;&#039;koboldi&#039;&#039; were smiling at her now, and a woman who had fought all four of the barbarian nations in her time found herself taking a step backward from all those on-display sharp ivory teeth. After a moment of consideration, she decided this was very much above her pay grade, and that she&#039;d found out as much as she was going to find out, and so just nodded and muttered something about that all making sense before beating a hasty retreat.&lt;br /&gt;
&lt;br /&gt;
Several of the &#039;&#039;koboldi&#039;&#039; waved goodbye as she departed and one of them called out &amp;quot;Have a lovely afternoon!&amp;quot; without the slightest hint of sarcasm.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Camock.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Barely a week after the Autumn Equinox, a gang of &#039;&#039;koboldi&#039;&#039; pass through the Hall of Worlds and emerge at [[Anvil]]. They carry large numbers of surveying tools and spend a cheerful afternoon exploring, taking measurements, and avoiding direct questions. Over the next month, they set to work pinning out a sizable area of ground; more and more &#039;&#039;koboldi&#039;&#039; arrive and bring with them building materials and construction tools of all kinds. Working at remarkable speed, over the next fortnight, they begin to raise a sizable structure on the edge of [[Anvil]]. Several wagonloads of [[white granite]] and [[weirwood]] are delivered to the site from Casinean warehouses, as the &#039;&#039;koboldi&#039;&#039; overseer &#039;&#039;Molibolt&#039;&#039; redeems a stack of very old wains some dating back as far as the reign of [[Empress Mariika]]. More and more &#039;&#039;koboldi&#039;&#039; arrive, swelling their numbers until some local residents are concerned an actual invasion from the [[Realms#Summer realm|Summer realm]] may be underway.&lt;br /&gt;
&lt;br /&gt;
At first it is assumed this is some sort of arrangement with the [[Conclave]], the [[Archmage of Summer]], or the [[Master of the Koboldi]] but the [[Inhabitants of the realms#Heralds|heralds]] themselves cheerfully explain that it is nothing of the sort. They are here on a commission directly from the [[Adamant|King Under the Mountain]] themselves. A commission they describe as &amp;quot;ever so exciting&amp;quot; to the worry of many.&lt;br /&gt;
&lt;br /&gt;
==Barien&#039;s Gift==&lt;br /&gt;
* &#039;&#039;&#039;Adamant and Barien have collaborated to deliver a gift to the people of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new structure has been created on the margins between Anvil and Outer Anvil&#039;&#039;&#039;&lt;br /&gt;
With supernatural skill and speed, the servants of the &#039;&#039;Stone Dragon&#039;&#039; complete their work and, despite worries, return through the [[Regio#Imperial Regio|Imperial regio]]. It isn&#039;t at first clear what they have built - it seems to be less a building and more the skeleton of such. A large open space outlined by a series of support pillars. It looks incomplete, but when questioned Molibolt smiles secretively and says that they weren&#039;t commissioned to build the whole thing, only to construct &amp;quot;somewhere to put it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The very next morning, the guards set to watch over the construction find ten heralds bearing the owl banners of the [[Barien|Lord of the Crossroads]] have arrived. They encircle the &#039;&#039;koboldi&#039;&#039;-work building site and as the sun rises, they raise their banners high. Among their number are familiar faces - &#039;&#039;Revel&#039;&#039;, &#039;&#039;Temper&#039;&#039;, &#039;&#039;Flute&#039;&#039;, and &#039;&#039;Bellows&#039;&#039; - and several who have never been seen at Anvil before including one clearly of [[orc]] appearance and draped in crimson and steel. It is clear from the exertion on their faces that whatever they are doing is no easy task, and they ignore all attempts to question them. Molibolt and her gang do their best, but their very technical explanation about what is happening leaves most who speak to them none the wiser.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Tourneyground of Camock&#039;&#039;&#039;&amp;lt;br&amp;gt;Scholars among the [[Celestial Arch]] are aware of the &#039;&#039;Resounding Deep&#039;&#039; - a great chamber between the Summer realm and the mortal world where Barien is known to bring those who would challenge great beasts of the wilderness. The tourneygrounds there have been used in the past for several [[Challenge the Iron Duke|magical challenges]] between Imperial citizens and the &#039;&#039;Lord of the Crossroads&#039;&#039;. The &#039;&#039;koboldi&#039;&#039; overseer Molibolt mentions in part of their explanation of what is happening that the arena was &amp;quot;easier to move&amp;quot; because it was already quite close to the mortal realm, but that the logistics were still &amp;quot;a proper headscratcher&amp;quot;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
At midday, there is a sound like all the strings of a great harp being plucked simultaneously and between one moment and the next under the late Autumn sun, a building appears. An arena, marked with age, but formed around the pillars and supports the &#039;&#039;koboldi&#039;&#039; provided. Beaded with sweat, the heralds of Barien lower their banners and in some cases practically collapse from exhaustion. It falls to Revel to explain what has happened here.&lt;br /&gt;
&lt;br /&gt;
This, it seems, is a gift from Barien to the Empire in recognition of the challenges they have faced and those yet to come. A place for them to celebrate, to practice arts of war and peace alike, and for new challenges to be set under the watching eyes of Imperial citizens. In much the same way that the [[Cathan Canae|Lady of the Blizzard]] allows her great citadels to be called to the mortal world, Barien has moved the &#039;&#039;Tourneyground of Camock&#039;&#039; from his demesne to the mortal world. From its place on the edge of the Resounding Deep where the [[icewalker]] &#039;&#039;Saara Vartiainen&#039;&#039; once bested the terrible emerald dragon &#039;&#039;Saxesangwin&#039;&#039; in a contest of riddles, and &#039;&#039;Ser Cadacus&#039;&#039; moved Barien to tears with their bittersweet music, the tourneygrounds are now in Anvil. A sign that the &#039;&#039;Master of Revels&#039;&#039; recognises and exalts the enduring prowess of the Empire, and its heroes.&lt;br /&gt;
==The Anvil Arena==&lt;br /&gt;
* &#039;&#039;&#039;There is a new arena in Anvil, a gift from Barien to the people of the Empire&lt;br /&gt;
* &#039;&#039;&#039;The civil service have been lumbered with sorting out the details of how it will be used&lt;br /&gt;
* &#039;&#039;&#039;Barien intends to use the space for challenges but the rest of the time it is free for use by Imperial citizens&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
When the heralds depart, the arena remains behind. Temper and Flute formally hand the structure over to the nonplussed members of the civil service, on the understanding that they will be able to &amp;quot;handle the paperwork&amp;quot;. Bellows is the last to depart, and mentions in an off-hand way that some of Barien&#039;s reeves will be in touch before the Winter Solstice with a proposal of how to best celebrate the creation of the new arena. The only thing that the &#039;&#039;Iron Duke&#039;&#039; asks in return for his gift is recognition that the civil service give priority to the Summer realm when it comes to the use of the space - on the understanding that they will receive plenty of advance warning when such things are to take place.&lt;br /&gt;
&lt;br /&gt;
Imperial magicians are quick to explore the structure. They are able to confirm that it is &#039;&#039;physically there&#039;&#039; - not the result of an ongoing enchantment. The foundations and several of the supports are imbued with something akin to adamant - the indestructible stone of the Summer realm - and while it is not impossible to harm the structure it would take profoundly potent magic to do so in any meaningful way. Ritual divinations are deployed by members of the [[Unfettered Mind]]. [[Shadowed Glass of Sung|Night magic]] suggests that there is an enigma regarding the place - &amp;quot;&#039;&#039;What does it mean to be victorious, to triumph? What is the value of a contest with rules? What is the reward for those who do not win?&#039;&#039;&amp;quot;. Not precisely illuminating, but perhaps a riddle for mystics and philosophers to debate. [[Clear Lens of the Eternal River|Day magic]] is more forthcoming - &amp;quot;&#039;&#039;This is the tourney ground of Camock that once stood in the Resounding Deep, where Imperial heroes bested and were bested by the powers of the Summer realm, given as a gift to the Empire by the &#039;&#039;Lord of the Crossroads&#039;&#039; at the end of 387YE in recognition of the willingness of Imperial champions to challenge themselves and the world.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The structure itself is relatively simple - a flat open space surrounded by tiered rows of seats with some small offices attached. It is sparsely decorated - many of the impossibly bright banners and standards hung here when it arrived dissolve into mist and seafoam as the sun sets. As well as having room for martial contests, it&#039;s clear that with a little projection and a willing audience it would also serve well as a performance venue for music and drama. The seating area might also work reasonably well as a place for passionate debate, reasonable discussion, or the delivery of studious lectures. &lt;br /&gt;
&lt;br /&gt;
The civil servants entrusted with looking after the place have confirmed that they plan to operate a system similar to that which already exists with regard to other &amp;quot;Imperial&amp;quot; spaces - to schedule its use by Imperial citizens.&lt;br /&gt;
==Calling the Drottningbjotha==&lt;br /&gt;
* &#039;&#039;&#039;The rulers of the Summer realm have called the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will take the form of a grand tourney of the Imperial nations&#039;&#039;&#039;&lt;br /&gt;
It&#039;s been some eight years or more since the last time one of the monarchs of the Summer realm [[Calling the Drottningbjotha|called the Drottningbjotha]] (&#039;&#039;Drott-ning-BEE-yo-thar&#039;&#039;). As the Winter Solstice approaches, heralds of the monarchs of the Summer realm - of [[Adamant]], [[Cathan Canae]], [[Eleonaris]], [[Jaheris]], [[Meraud]], and [[Rhianos]] - let it be known that they intend to do so once again, to celebrate Imperial victories and the strong bond between the courts of Summer and the Empire. It falls to heralds of Barien to deliver the details of the challenge, which they do in discussion with the civil service.&lt;br /&gt;
&lt;br /&gt;
The last time the Drottningbjotha was called, by the &#039;&#039;Queen of Ice and Darkness&#039;&#039;, it was a test of endurance and fortitude as well as military prowess. This time, it is to be a test not of individuals but of bands of champions. Each nation of the Empire is invited to present a ten-strong warband of heroes, seasoned warriors and veterans of the Empire&#039;s battles against their enemies. They will contend against one another until only one remains and the warband - and the nation they represent - will receive the accolades of Summer. All who participate, however, will be granted a gift, commensurate with how far through the contest they get.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice, Revel and the heralds of Barien return to Anvil. This time they are here to deliver the rules of the tourney to be held at the coming summit.&lt;br /&gt;
&lt;br /&gt;
==Friday Evening==&lt;br /&gt;
* &#039;&#039;&#039;Opening ceremonies for the Drottningbjotha will take place on Friday evening in the arena, at 6:30pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[strategos]] of each Imperial nation is invited to attend, and to be responsible for assembling their nation&#039;s team&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each strategos will be given a symbol of authority - they can pass the symbol to another if they prefer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each strategos will have a chance to address the crowd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enchanter Vesper Lucentia has also been invited to take part by the heralds&#039;&#039;&#039;&#039;&lt;br /&gt;
At &#039;&#039;&#039;6:30pm&#039;&#039;&#039;, after the opening of the summit, the heralds of Barien will invite the strategos&#039; of the ten nations of the Empire to come before them, and open the festivities of the Drottningbjotha. Where a nation currently has no strategos, Barien assumes that the [[general|generals]] of the nations involved will expedite the [[Strategos#Appointment|appointment]]. If they aren&#039;t able to, Revel will attend the nation afterwards to try and ensure an organiser is in place.&lt;br /&gt;
&lt;br /&gt;
Each nation that wishes to take part must field a single team of ten contestants; no more, no less. Barien is asking the strategoi to choose their nation&#039;s champions. The Drottningbjotha will be as much a test of the strategos&#039; skill and management as the champions themselves. They can choose whatever combination of steel clad fighters, archers and battlemages they prefer, but the ten they select are the only ones who can take part at each stage of the tournament.&lt;br /&gt;
&lt;br /&gt;
Revel will provide each strategoi with a symbol of their authority. This denotes that they have final say over who gets to take part in the tourney; the heralds will defer to the holder if there are any disputes. If a strategos does not wish to take on the responsibility for any reason, they may pass the symbol to another in their nation to act in their stead. &lt;br /&gt;
&lt;br /&gt;
The heralds don&#039;t offer any restrictions on how teams should be chosen; that is left entirely up to the strategos themselves. Of course the heralds would be delighted if some kind of tourney or challenge was implemented, but the ultimate decision lies with the organisers. Each strategos is welcome to include themselves as one of the ten champions, if they so wish, but there is no requirement to do so.&lt;br /&gt;
&lt;br /&gt;
Once Barien&#039;s tokens have been distributed, each strategos will be free to address the crowd for a minute, in order to set the right tone for the rest of the weekend, of course. If for some reason the strategos isn&#039;t there, the heralds of Barien will seek them out later and deliver their mark of authority.&lt;br /&gt;
&lt;br /&gt;
==Mustering the Warbands==&lt;br /&gt;
* &#039;&#039;&#039;The ten champions chosen for each nation must present themselves at the area at 4:00pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Those who bear Barien&#039;s symbol of authority will have the final say on who is chosen to represent their nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An 11th team will also participate, comprising one champion selected by each of nine covens chosen by the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enchanter Vesper Lucentia is invited to lead Barien&#039;s team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Drottningbjotha will open at &#039;&#039;&#039;4pm on the Saturday of the summit&#039;&#039;&#039;. The teams should present themselves to the heralds at that time, so they can ensure everything is in order. If there are any doubts who a nation&#039;s ten champions will be, then the strategos or whoever they have given Barien&#039;s symbol of authority to, will have the final say.&lt;br /&gt;
&lt;br /&gt;
In addition to ten nations, an 11th team will enter the contest. At this summit, [[Locked runes|Barien has invited nine favoured covens to each choose a champion]] to take part in the tourney. The Lord of the Crossroads has offered &#039;&#039;&#039;Enchanter Vesper Lucentia&#039;&#039;&#039; the opportunity to lead this motley team, as the leader of &#039;&#039;&#039;The Coven of Golden Wings&#039;&#039;&#039;, the coven with the most successful Iron Duke challengers of the last year. If fewer than nine champions are chosen by Barien&#039;s covens, Vesper will be free to choose additional contestants to add to their team in order to bring the total to ten.&lt;br /&gt;
&lt;br /&gt;
Once all 110 champions are accounted for, the tourney proper will begin with the first round. All rounds of the tourney will be fought under the same rules of engagement.&lt;br /&gt;
&lt;br /&gt;
==Rules of Engagement==&lt;br /&gt;
* &#039;&#039;&#039;Champions may benefit from enchantments, boons, magical items, and similar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Consumable items including potions, herbs, and crystal mana are not permitted in the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Champions may not receive aid from anyone outside their team once a bout begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A contestant is defeated when they can no longer rise, or they yield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A contestant may not return to the fight once they are healed or leave the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Enterprising citizens are welcome to take bets on the outcome or to sell refreshments to the crowd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rules apply to every round of the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rules of this Drottningbjotha are straightforward. Contestants can bring with them as many enchantments or magic items as they wish but once the engagement starts there must be &#039;&#039;no use&#039;&#039; of consumables (including but not limited to potions, herbs, and crystal mana) until the bout is over. There must be no interference from outside the field itself; supporters must not provide spells, potions, herbs or similar to their team once their bout begins. Only the champions may affect the outcome of the challenge, and they must do so with their wits and prowess not with endless sacks of healing potions. In the event of any dispute about the rules the heralds of Barien will adjudicate, with advice from the [[Archmage of Summer]] (or their proxy) if they are present.&lt;br /&gt;
&lt;br /&gt;
Contestants are welcome to bring spare weapons and shields into the area to be used if their arms are shattered. These should be left at the edge of the fighting area; champions may only use spares their own team has brought in. This is not a fight to the death, a champion is defeated when they yield or cannot rise. Once a champion yields, leaves the arena or is healed after falling, they cannot return to that fight. They may participate in later rounds if their team is victorious.&lt;br /&gt;
&lt;br /&gt;
A herald of Adamant has suggested that the [[Imperial Apothecaries Guild]] provide sufficient healers to ensure that wherever possible nobody actually dies. They will be the sole exception to the rule that only the contestants will be on the field - Healers may enter the field to get the fallen to safety and ensure their wounds are not fatal. They should place one hand on their heart to indicate they are not participating and should not be struck. Fallen contestants should be removed from the field and healed on the sidelines. Healers are free to use whatever resources they desire, but anyone healed in this way cannot return to the fray in this bout. They may rejoin their team in the next round if their team are victorious.&lt;br /&gt;
&lt;br /&gt;
A query from a respected member of the [[Golden Pyramid]] order, about whether it is acceptable to take bets on the outcome, or to sell sausages on sticks to the audience, is met with polite incomprehension. The heralds of the Summer realm see no reason that what happens in the stands should be of interest to them or the participants in the Drottningbjotha. It seems that anyone with services to offer is more than welcome to make what coin they can from the assembled crowds.&lt;br /&gt;
&lt;br /&gt;
===The Opening Round===&lt;br /&gt;
* &#039;&#039;&#039;The opening round of the Drottningbjotha begins at the arena at 4:15pm on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It consists of five bouts, each pairing two nations against each other&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pairings will be drawn randomly before the start of the bouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A team wins if their opponents have no champions left standing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If both teams are still fighting after five minutes, the team with the most champions remaining wins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The opening round will consist of 5 bouts, each pitting one nation&#039;s warband against another. The heralds of Barien will draw lots randomly at the start of the round to determine pairings. Once underway, the fight ends when only one team has contestants remaining. If both sides are still in the fray after five minutes, the team with the most champions remaining is the winner. In the event of a tie, the heralds will call for the bout to continue, but whichever team loses the next champion, loses the bout.&lt;br /&gt;
&lt;br /&gt;
===The Heroes&#039; Round===&lt;br /&gt;
* &#039;&#039;&#039;After the first round is complete, a single hero from the five losing teams may enter the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will take part in a grand melee between these five heroes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The winning hero&#039;s team will advance to the second round&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The round will be followed by a brief interlude to allow the winning hero to recover&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien invites the High Bard to arrange entertainment in the arena during this period&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all the bouts in the first round are complete, Barien&#039;s heralds will invite each of the five losing teams to nominate a single hero to face off against the others. The decision of the strategos will settle any arguments. The five champions will enter the arena at the same time to fight in a grand melee. The team of whichever champion is left standing at the end will proceed to the next round, the others will be eliminated.&lt;br /&gt;
&lt;br /&gt;
There will be a short interlude after the heroes round to allow the winner to rest and recuperate. Barien invites the High Bard to entertain the crowd during the interlude, or else nominate someone who can do so if they prefer.&lt;br /&gt;
&lt;br /&gt;
===The Victors&#039; Round===&lt;br /&gt;
* &#039;&#039;&#039;The victors&#039; round will consist of 3 bouts between the 6 teams that won a bout previously&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pairings will be drawn randomly before the start of the bouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will be followed by a short interlude&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The six winners from the first two rounds will be paired off in three bouts in the next round. Barien&#039;s heralds will draw lots again, but will make sure there no repeats of pairings from the first round. It will employ the same rules as the previous bouts.&lt;br /&gt;
&lt;br /&gt;
The three winners will go forwards to the final round after another short interlude.&lt;br /&gt;
&lt;br /&gt;
===The Final Round===&lt;br /&gt;
* &#039;&#039;&#039;The final round will be a single grand melee&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will feature the three winners from the previous round and the team of the Iron Duke&#039;s champions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final bout will continue until only one team has champions remaining&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final team with champions still standing in the arena will be crowned the victors of the Drottningbjotha&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The three winning teams from the previous round will go enter the final round of the Drottningbjotha. They will be joined by the team of the Iron Duke&#039;s champions.&lt;br /&gt;
&lt;br /&gt;
The final round will be a grand melee between the 4 teams, with no time limit. One team wins once all their opponents have no champions left standing. The winning team will be crowned the victors of the Drottningbjotha.&lt;br /&gt;
&lt;br /&gt;
==Spoils of the Contest==&lt;br /&gt;
* &#039;&#039;&#039;Every champion eliminated in the opening round will receive a dose of Skop&#039;s Mead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Champions eliminated in the victors round will each receive a dose of Troubadour&#039;s Glory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The losers in the final round will each receive a dose of Champion&#039;s Honey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every member of the winning team will each receive an Iron Owl&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The nation that wins the contest will receive a boon from those kings and queens of the Summer realm who have amity&#039;&#039;&#039;&lt;br /&gt;
As befits such a grand occasion, those who demonstrate their skills will be rewarded according to their success. Each individual champion who takes part but is eliminated in the opening round will receive a single dose of [[Philtres_of_War#Skop&#039;s_Mead|Skop&#039;s Mead]] in recognition of their brave efforts. Those eliminated in the victors round will be given a flask of &#039;&#039;Troubadour&#039;s Glory&#039;&#039;, a heady brew prepared by servants of the &#039;&#039;[[Eleonaris|Lady of Pennants]]&#039;&#039; which apparently has the same benefits as Skop&#039;s Mead but also restores three lost body hits to the imbiber.&lt;br /&gt;
&lt;br /&gt;
Each of the brave champions eliminated in the final round will be granted a snifter of &#039;&#039;Champion&#039;s Honey&#039;&#039;, a rare brew from the cellars of the [[Jaheris#Brews_of_Silverbrow|Moonsilver King]] with effects comparable to those of the [[Philtres_of_War#Elixir_of_Exalted_Puissance|Elixir of Exalted Puissance]]. Each of the ten winners will instead receive an Iron Owl, a powerful talisman enchanted by Barien themselves, which grants [[Heroic_skills#Extra_Hero_Points|one additional hero point]] to anyone bonded to it.&lt;br /&gt;
&lt;br /&gt;
Perhaps just as importantly, a nation that wins the contest will also receive the boons of the Summer realm. Each of the [[Alignment#Summer|monarchs of the Summer realm]] who has [[Alignment#Amity|amity]] at the end of the Winter Solstice summit will find a way to bless the lands of the winning nation. &lt;br /&gt;
&lt;br /&gt;
If Barien&#039;s champions are defeated in the final round, they will receive a dose of Champion&#039;s Honey like the other champions. If they are victorious, they will claim the Iron Owls, and the nation&#039;s prize will be claimed by Enchanter Vesper Lucentia on behalf of Dawn.&lt;br /&gt;
&lt;br /&gt;
With that, the curtain will fall on the Drottningbjotha, though not on the arena. It might take another 8 years for the next Drottningbjotha to be called, but the Tourneygrounds of Camock will play host to many more scenes of challenge and spectacle at the summits in between.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;--==Resolution==&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Out of Character==&lt;br /&gt;
* &#039;&#039;&#039;Our new site includes a large covered grandstand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is now part of the IC location of Anvil and can be booked by players for their use through liaison with the civil service&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our new site features a large grandstand, which we&#039;re keen to integrate into the field at Anvil. Our set team are hard at work already, adapting that to make it look as impressive as possible for the first event. We don&#039;t have any plans to run a grand tourney like this every event, but it will be the natural place for plots like this to run in the future. Having the grandstand means we won&#039;t have to take over the Dawnish Glory Square every time we need to run a large set piece of plot in the future - so that location can remain for the exclusive use of the Dawnish and for plot aimed at the Dawnish.&lt;br /&gt;
&lt;br /&gt;
The space will be a normal part of Anvil, managed by the civil service, so players are welcome to [[Anvil#Booking_Civil_Service_Spaces|book the arena]] for anything they are planning that would benefit from open space and tiered seating.&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The great warrior shifted, wheeling in the sand, his spear spinning in his hands.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hiyaa!&amp;quot; He lunged forwards, the weapon a blur as it darted through the air, left then right. An orc went down clutching his midriff. The crowd gasped, as three more enemies leapt forward to take his place. &amp;quot;Booooooo!&amp;quot; the people in the stands catcalled the villains for daring to attack him three to one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeaarrgh!&amp;quot; He yanked the pole-axe back, loading the heavy head behind his head, then brought it forwards with devastating speed. It struck the sand with a boom so loud, the shockwave hurled everyone from their feet.&lt;br /&gt;
&lt;br /&gt;
An arrow came flying out of the distance, a deadly needle aimed directly for his head. Stumbling back, he pulled the quarterstaff up, just in time to knock the arrow from the air before it tore his throat out. Triumphant, he spun the weapon in one hand, then snapped it back, the haft behind his back, the point of the bhuj held out to the side to meet the rays of the setting sun.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carlos i Diez! Stop messing around and get on with it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of the great warrior&#039;s mum cut through the cheers from the grandstand. Carlos turned his back on the shout and screwed up his face in anger before the moment of truculence gave way to inevitable defeat. There was an hour of daylight left and he&#039;d miss everything if the job wasn&#039;t done by then. He lowered the head of the rake, until the tines sank in to the sand. Resigned to the defeat, he dragged it backwards, smoothing out the very same marks that his own heels had left a moment ago.&lt;br /&gt;
&lt;br /&gt;
People would be here soon. Mum reckoned it was a day, two at most. If he helped her get the arena ready in time, she said he could watch it. A great big battle, a real one... with proper weapons and everything... all the mightiest heroes in Anvil... &lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Outreach_across_the_marshes&amp;diff=146029</id>
		<title>Outreach across the marshes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Outreach_across_the_marshes&amp;diff=146029"/>
		<updated>2026-10-05T13:32:31Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Prudence */&lt;/p&gt;
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&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Highest Calling]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Albet van Temeschwar watched the young orc conduct the lesson with a dedication to her charges that would have made any priest of the Little Mother proud. Swift Fisher might be young, but like many Summer Children, she was impossibly tall and surprisingly mature for her age. Even so, it was a peculiar scene, the young orc stood in front of an antique looking blackboard on a heavy wooden frame, as half a dozen adult members of the sept struggled to copy their letters. &lt;br /&gt;
&lt;br /&gt;
In many ways the whole thing epitomised the Sand Fishers. The young members of the sept were packed off to Holberg to study in the schools (and lately the university) alongside the children of Holberg&#039;s wealthy families. But as soon as school was out, they had to hurry home where they were expected to devote every hour to teaching what they knew to the older members of the sept before they headed back to the city. Albet couldn&#039;t remember the last time he&#039;d spoken with someone so dedicated. When he&#039;d asked Swift Fisher where she&#039;d got the black board from, she&#039;d explained that her school had been throwing it out, so she and a fellow student had lugged the rickety old thing all the way back to Misericorde between them. &lt;br /&gt;
&lt;br /&gt;
He smiled to himself as a humorous notion occurred to him. &amp;quot;We can&#039;t possibly let them join the League&amp;quot; he whispered to Verah, &amp;quot;they work too hard... they&#039;ll make the rest of us look bad!&amp;quot; His fellow prince stifled a laugh, to avoid disturbing the lesson.&lt;br /&gt;
&lt;br /&gt;
She shook her head as if to disagree with him. &amp;quot;It&#039;ll be fine,&amp;quot; she explained, &amp;quot;a few hours in the company of Harlequin and he&#039;ll teach them &amp;quot;enjoying the fruits&amp;quot; is the whole point of all that labour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Albet smiled but something about the exchange struck him as significant. He&#039;d jumped at the chance to come to Misericorde when Lia Adelaar had asked the merchant princes to find a way to persuade the orcs to join the League. He&#039;d told himself it was the opportunity for new customers, and maybe even the prospect of finding new members for his carta, but mostly he&#039;d just been curious for a chance to meet the famous Holberg Orcs. Now he had, it was easy to see why everyone seemed to like the Sand Fishers. They were as affable as they were earnest. Enthusiastic supporters of Holberg and the League, they were honest and hard-working in equal measures. &lt;br /&gt;
&lt;br /&gt;
It raised the rather obvious question of why anyone would want to change that. Albet and the other merchant princes had all been briefed on what they were here to do, but suddenly he was struck by the fact that he didn&#039;t know &#039;&#039;why&#039;&#039; he was here at all. To persuade the Sand Fishers to join the Empire of course, but why? Was all this for their benefit... or the Empires?&lt;br /&gt;
&lt;br /&gt;
He didn&#039;t have the answer to that question, which was annoying because he had a feeling it just might be the key to the whole thing.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Jonah Yakovitch.jpg|caption=The [[Merchant Prince of Misericorde Market]], &#039;&#039;&#039;Jonah Yakovitch&#039;&#039;&#039;, is one of the Imperial envoys to the Sand Fishers.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Spring Equinox, [[the League]] Assembly [[388YE_Spring_Equinox_Synod_judgements#Judgement_57|declared attracting other people to join the Empire]] was their [[The_highest_calling#The_Highest_Calling|highest calling]]. It is a Virtuous endeavour, but even the League cannot move the whole world at once. To be effective the nation would need to [[Any_dream_will_do#Partners_within|focus their efforts on one group at a time]]. They also needed to decide who might be best to spearhead this diplomacy.&lt;br /&gt;
&lt;br /&gt;
The League Assembly overwhelmingly backed the judgement of &#039;&#039;&#039;Lia Adelaar von Holberg&#039;&#039;&#039; urging the [[Merchant Prince|Princes]] of the League to reach out to the [[Holberg#Misericorde|Sand Fishers]]. The [[Prosperity|Prosperous]] sept of orcs were given the region of [[Holberg#Misericorde|Misericorde]] as their own lands in Spring 383YE - since then the relationship has only grown stronger. Now the Princes of the League are aiming to see what might be done to persuade the sept to join the Empire; who better to persuade the orcs of the benefits of a seat at the great game?&lt;br /&gt;
&lt;br /&gt;
Ultimately, the egregore decides who can or cannot join a nation - the nature of the bond is that it can only be formed with someone an egregore recognises as having the potential to be a member of the nation. But the League has already embraced the Apulian Orcs, why not the Holberg Orcs as well? Either way, the Empire can benefit by holding their allies close.&lt;br /&gt;
&lt;br /&gt;
==Virtuous Friends==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Assembly Pride.png|align=right|caption=Thanks to the wayfarers who preached in Ossium, the orcs of Misericorde have found deep wells of [[Pride]] within them.|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly Prosperity.png|align=right|width=200|caption=The Sand Fishers have enthusiastically embraced the idea of [[Prosperity]].}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Sand Fishers are deeply grateful to the League and the Empire for everything it has done for them&#039;&#039;&#039;&lt;br /&gt;
It is hard to imagine a group more likely to be open to the prospect of joining the Empire than the Sand Fishers. Holberg took a big risk when they [[Cede_region_of_Misericorde_to_Sand_Fishers|ceded an entire region of Holberg]] to a foreign sept, one only just liberated from the rule of the [[Druj]], but the gamble appears to have paid off. The sept have contributed to the [[Prosperity]] of the territory, working with the League to develop the [[Flaxen Pillars]] so that both parties could share the benefits. They have [[A_dream_that_can_last#Green_Shoots|traded herbs with League farms]] as well as using them to buy [[mithril]] and [[weirwood]] from the [[Merchant_Prince_of_Misericorde_Market#Misericorde_Market|Misericorde market]]. They&#039;ve even made donations to the Imperial treasury, albeit a fraction of what they would have paid were they actual citizens dwelling in the Empire.&lt;br /&gt;
&lt;br /&gt;
They&#039;ve also [[Across_the_Abyss#Prosperity|embraced the Virtues]] with a fervour that would put a League [[bishop]] to shame. Most of them are passionate advocates of [[Prosperity]], but they also talk about the importance of [[Ambition]], [[Loyalty]], [[Courage]], [[Pride]], [[Vigilance]] and [[Wisdom]]. They quote the tenets of the Virtues with obvious reverence and they treat auras of the Virtues as nothing short of magical. Every season they pay seven priests of Holberg to walk all the way to Misericorde just to create consecrations for them, and those who can afford it, purchase an anointing whenever the opportunity presents itself. And they see even the most innocuous hallowed items as priceless weapons. They have an unshakeable conviction that the Empire is beating the Druj &#039;&#039;because&#039;&#039; of the Way - they contrast the power of the Virtues favourably with the Druj&#039;s embrace of the malign spiritual aura of fear.&lt;br /&gt;
&lt;br /&gt;
They&#039;ve also taken advantage of every opportunity the Empire has extended to them. They&#039;ve sent members of the sept to study war magic with the Imperial Orcs in Skarsind and with the [[Imperial Necromancer]] Claudia Remislav. Young Sand Fishers are now a common sight in Holberg where they attend schools and universities, studying hard alongside other League students and citizens. Such an education is expensive, [[383YE_Winter_Solstice_Senate_sessions#Increase_upkeep_of_Holberg|but it has all been paid for by the Imperial Senate]].&lt;br /&gt;
&lt;br /&gt;
If there was a single act that really made the difference however, it was the defence of the Sand Fishers [[The_blessing_way#The_Eastern_Threat|when the Druj came hunting them]]. Up to that point, the Sand Fishers seemed convinced that somehow the Druj would find them and drag them back into slavery, that everything they had gained by throwing in their lot with the Empire would be torn away from them. At the point where the Empire risked their own armies to protect the sept from the ancient enemies, it convinced them that this new future would last and that their new allies could be trusted with their lives.&lt;br /&gt;
&lt;br /&gt;
Given &#039;&#039;all that&#039;&#039;, the real question is why in the name of the Seven Virtues, &#039;&#039;wouldn&#039;t&#039;&#039; they join the Empire?&lt;br /&gt;
&lt;br /&gt;
==Sticking Points==&lt;br /&gt;
* &#039;&#039;&#039;There are four key sticking points preventing the Sand Fishers from joining the Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite everything the Empire have done for them, there are a number of sticking points holding the Sand Fishers back from joining the Empire. They are reluctant to talk aboit them, but the merchant princes visiting Misericorde are persuasive and used to getting their own way. Eventually the orcs are convinced to talk openly about the prospect of becoming part of the Empire. &lt;br /&gt;
&lt;br /&gt;
===Paradise===&lt;br /&gt;
* &#039;&#039;&#039;The Sand Fishers are deeply reluctant to give up ownership of their own lands and the right to rule themselves&#039;&#039;&#039;&lt;br /&gt;
Almost every Sand Fisher alive today who is over the age of ten has lived the majority of their life under the mind-numbing cruelty of the Druj. When they dwelled in Ossium, the Sand Fishers were subject to unbelievably callous brutality on a day-to-day basis, expressly intended to break their spirit. The Empire freed them from that horror, giving them new lands to dwell in, away from the homeland of the Druj. The Sand Fishers are deeply grateful to the Empire for freeing them from the Druj rule, but the very cause of that gratitude, the precious freedom they have gained, is the same thing that makes it difficult for them to accept the offer to join the League.&lt;br /&gt;
&lt;br /&gt;
The sept like having their own laws, their own leadership, and most especially their own lands. They speak of Misericorde with something akin to awe - they&#039;re aware that most Holbergers consider it to be a fairly worthless strip of coastline, but to them it&#039;s akin to a utopia. It&#039;s not hard to eulogise a land of plenty, overflowing with food and drink, and safe from all threats, when you and your people have suffered hunger and deprivation for decades under the brutal rule of the Druj. It is hard for them to see joining the Empire as anything other than giving up that paradise.&lt;br /&gt;
&lt;br /&gt;
And while Three Hands and the other elders might still lead the sept, they know that if they join the Empire they won&#039;t be making their own rules; they won&#039;t govern themselves. The younger Sand Fishers have studied civics in school; they know that anyone with a business will get a vote in the Holberg senatorial elections if they attend Anvil. But only one Sand Fisher with a business has ever made that long journey, so the reality for them is that they&#039;ll be led by a senator they only met once and that briefly, and subject to the laws of a Senate they&#039;ve never even seen.&lt;br /&gt;
&lt;br /&gt;
They&#039;re Proud of the fact that they rule themselves now. They&#039;re not foolish enough to imagine that they could ever have thrown off the tyranny of the Druj by themselves - they know that self-rule was a gift given to them by the Empire. But they&#039;ve embraced that gift and taken it into their hearts - persuading them to give it up is not easy. Not at the moment, at least.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Three Hands&amp;quot;&amp;gt;We’re not ready to live on Imperial lands. The young ones are – they don’t know any different. They don’t remember what it is like to live under a tyrant. But I remember. My sept remembers. We’re just not ready to live under someone else&#039;s laws, not yet. You gave us Misericorde so that we could rule ourselves. That is precious to us – unbelievably precious. We are not yet ready to return this gift you gave us.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire could just wait for this problem to go away. The Sand Fishers are a young growing sept, and within two generations, twenty years at most, this problem will be completely gone. Sand Fishers like Swift Fisher and Fleeting Grin would join the League in a heartbeat - but for the fact that they won&#039;t leave their sept. Once people like Swift Fisher and her peers are in the majority, then it&#039;s almost inevitable that the sept will embrace the Empire, but that day is still a long way off.&lt;br /&gt;
&lt;br /&gt;
===Prudence===&lt;br /&gt;
* &#039;&#039;&#039;The Sept as a whole would be financially worse off if they joined the League&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a pragmatic reason not to join the Empire - namely the Sand Fishers would simply be worse off. Three Hands openly repeats something he has already said in a letter to Lia Adelaar von Holberg.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Three Hands&amp;quot;&amp;gt;You gave us Misericorde, land that is teeming with life. But we’re not covered by your laws. We don’t have to pay any taxes. We’ve checked and our donation is a fraction of what we would pay if we were actually taxed like citizens. But when the Druj came… you defended us. We’ve got everything we could possibly want – and there is no price for any of it. Why would we give that up?&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire provides many benefits for its citizens - but few are more fundamental than the fact that it strives to defend its citizens from any threat. That promise is often honoured more in the breach on the borders of the Empire, but Holberg is protected by the greatest fortification in the world. There are fifteen thousand soldiers who garrison the territory - and curtain walls like mountains. The Sand Fishers might not have studied at the [[Tassato#Barossa_School_of_Imperial_Strategy|Barossa School of Imperial Strategy]] but they understand the implications of that perfectly. They have plans they train to abandon Misericorde, if needed, and retreat to the protection of those giant walls if their lands are attacked by the Druj.&lt;br /&gt;
&lt;br /&gt;
Crucially they understand that that garrison costs a small fortune to maintain. They don&#039;t know how expensive Imperial armies are, but they do know it reqires inconceivable sums of money to keep them in the field. The Sand Fishers get all the benefits of the protection the Imperial military provides - and they pay nothing towards its upkeep.&lt;br /&gt;
&lt;br /&gt;
Another great benefit of Imperial life is education. The Sand Fisher sept were completely illiterate when they came to Misericorde. If the Druj found a Sand Fisher who could read or write, they would have been subject to an agonising execution for possession of forbidden lore. Likely they would be slowly impaled on a spear in front of the whole sept as a warning to others. The youngest Sand Fishers study at Holberg with a passion for their lessons that puts many a native born Holberg child to shame. They treat their classes the way a drowning man treats a mouthful of air. The young Fishers learned their letters in record time, in part because they spent the time out of school teaching the older members of the sept. The Sand Fishers treat the education they get in Holberg as a priceless gift.&lt;br /&gt;
&lt;br /&gt;
Gift is arguably the right way to describe it - because it costs the Imperial Senate over fifty thrones a year to pay to give the Sand Fishers access to the finest teachers money can buy. And the Sand Fishers contribute essentially &#039;&#039;nothing&#039;&#039; to these costs. It&#039;s all given to them for free.&lt;br /&gt;
&lt;br /&gt;
Imperial citizens who own property pay taxes to meet some of the huge costs of running the Imperial state. But the Sand Fishers get all these benefits of being citizens of the Empire - without paying any of the costs. They&#039;re not the only ones with such a beneficial deal - the Sarcophan have somehow persuaded the Empire to provide them with some of the same benefits in their enclave in the [[Sarvos#Sarcophan_Enclave|Alivetti estates]]. But there are scores of Sarcophan there who own property at most, compared to hundreds of Sand Fishers who have established their own businesses. There would be costs if the Sand Fishers joined the League - the Empire would have to pay to maintain and govern the region of Misericorde, but the taxation of the territory would rise to more than cover that. &lt;br /&gt;
&lt;br /&gt;
That&#039;s taxes that &#039;&#039;aren&#039;t&#039;&#039; going to the Sand Fishers. Wealthy Sand Fishers will be able to pay their tax easily - some of them are remarkably Prosperous these days - but they&#039;re also a very communal people. They&#039;re very motivated by what is in the best interests of the Sand Fishers. And it&#039;s hard to escape the obvious conclusion that joining the Empire isn&#039;t actually in their best interests - not when they currently get everything for free.&lt;br /&gt;
&lt;br /&gt;
There are benefits of citizenship that the Sand Fishers don&#039;t enjoy. Most obviously, they don&#039;t have access to Imperial lore - so they are unable to study ritual magic. In a sept of thousands, they have one trained ritual magician - an orc called White Beard. He&#039;s very studious by all accounts, but he&#039;s not forming his own coven any time soon. But they never had ritual magic and they&#039;ve quickly adjusted, hiring Holberg magicians to pay for enchantments on their properties.&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers have worked all this out for themselves. They &#039;&#039;know&#039;&#039; how good the deal they have is. It clear that this imbalance is a source of some distress for them - they are aware of the tenet of Prosperity that teaches people to &amp;quot;Despise... those who take without giving&amp;quot;. The sept are searching for a way to redress what they see as this failure of Virtue. But it doesn&#039;t make it easier to persuade the Sand Fishers that they should join the Empire when they have almost all the benefits of being members, without suffering any of the costs. Pragmatically speaking, the sept are simply better off the way they are.&lt;br /&gt;
&lt;br /&gt;
===Philosophy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Labyrinth.jpg|align=right|width=300|caption=The Sand Fisher belief in reincarnation is at odds with [[the Doctrines of the Faith]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Sand Fishers believe they reincarnate, a view that is at odds with the Way&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For all their commitment to Virtue, the sept don&#039;t have the best grasp of [[the Way]]. Some of the younger ones who have studied in the schools of Holberg can recite [[the Doctrines of the Faith]] by heart, but it&#039;s not clear that any of the Sand Fishers pay them much heed. They revere the seven Virtues, but they&#039;re fully aware that their beliefs are at odds with the [[Doctrines of the Faith]] and by and large they don&#039;t care.&lt;br /&gt;
&lt;br /&gt;
Perhaps the reason for that is that the Sand Fishers believe that their own metaphysical beliefs are probably not true. Most of the sept believe they reincarnate - that has been the oral tradition that formed the basis of their views going back as far as anyone can remember. But of late they have started to suspect that this might not be true - and that if it isn&#039;t then it could be a lie deliberately spread by the Druj.&lt;br /&gt;
&lt;br /&gt;
As a result, most Sand Fishers believe what happens after death to be a mystery. They&#039;re not particularly motivated to try to solve that mystery - they&#039;re a lot more concerned with building up their farms and businesses than they are with metaphysics and epistemology. But when pushed, they&#039;re happy to discuss the Doctrines and when encouraged to be frank their views are alarmingly at odds with the Way. They don&#039;t know if orcs reincarnate or not, but as far as they are concerned, it just doesn&#039;t seem very likely that humans reincarnate and orcs don&#039;t. Why would that be so? Clearly orcs and humans are different because humans have true liao and orcs have black lotus, but the fact that orcs can&#039;t use liao doesn&#039;t seem to them like a solid basis for an entire set of metaphysical assumptions about what happens to the souls of orcs when they die.&lt;br /&gt;
&lt;br /&gt;
None of this worries the Sand Fishers in the slightest. They&#039;re simply not that curious about this kind of metaphysical question. As Three Hands says, either we get one life and should make it as Virtuous as possible because that&#039;s all we get, or we reincarnate and so we should be as Virtuous as possible to ensure that happens quickly - so it doesn&#039;t really matter which is true. What does concern them is that if they were subject to Imperial law then they could face execution for their beliefs. An Imperial Orc was executed by the Empire for failing to observe the Doctrines within the last year. The Sand Fishers are no more observant of the Doctrines than [[The_Visitation#Untangling_the_Knott|Bloodcrow Knott]] was.&lt;br /&gt;
&lt;br /&gt;
None of this was a problem for the Apulian Orcs when they joined the League - they quietly abandoned centuries of supposedly, deeply held religious beliefs at the drop of a hat when it was clear they weren&#039;t acceptable to the Empire. But the Sand Fishers are a very different prospect - a deeply &#039;&#039;earnest&#039;&#039; people - they &#039;&#039;won&#039;t&#039;&#039; change their beliefs simply because it is politic to do so. They&#039;ll cite the tenets of Pride and Courage and face their deaths accordingly.&lt;br /&gt;
&lt;br /&gt;
It is possible that the Sand Fishers could be convinced that the idea that they reincarnate is wrong. They are open to such a possibility, they suspect much of what they believe to be false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Three Hands&amp;quot;&amp;gt;...we were taught that all life is an essential torment, into which orcs are born over and over again. But we know now that this not true, because life in Holberg is good! Life in Holberg is great! So everything we have always believed is a lie. We suspect the Druj taught us these things, the better to crush our spirits.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But given their history with the Druj it won&#039;t be easy for an external group to persuade them of something new. And worse, at the moment, people keep trying to encourage them to talk to the Marcher Orcs who are absolutely adamant that they reincarnate. Exposure to other orcs who believe in reincarnation is only likely to buttress their existing beliefs and demonstrate that the idea of orc reincarnation is &#039;&#039;not&#039;&#039; just something the Druj made up to subjugate them.&lt;br /&gt;
&lt;br /&gt;
===Probity===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=RegionsofTheBarrens.png|caption=Events in the Barrens continue to cast a long shadow over all the Empire&#039;s efforts to deal with orc folk.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Sand Fishers don&#039;t want to be associated with the excesses of Imperial military policy&#039;&#039;&#039;&lt;br /&gt;
Holberg lies just across the border from [[the Barrens]]. For obvious reasons, the Sand Fishers take a lot of interest in the war with the Druj, and they watched the events of the conquest of the Barrens unfold with horror. All their experiences with the Empire have been overwhelmingly benevolent - the Empire freed them from the rule of the Druj, gave them an entire region of land of their own where they could govern themselves, and then fought and died to protect them from the Druj. The Empire has been nothing but good to the Sand Fishers throughout - their experience of the Empire is overwhelmingly positive.&lt;br /&gt;
&lt;br /&gt;
As a result, they&#039;re horrified by the treatment of [[Not_to_conquer#Rahvin|the Rahvin]], [[Not_to_conquer#The_Black_Wind|the Black Wind]], [[Not_to_conquer#Vendarri|the Vendarri]] and most particularly, [[Not_to_conquer#Montanians|the Montanians]]. They expected the Empire to treat these groups the same way they were treated - the fact that the Empire&#039;s treatment was arguably &#039;&#039;worse&#039;&#039; than the horrors of the Druj astounded and appalled them in equal measures. For all their Ambition, the Sand Fishers are not well informed about political decision making in the Empire and perhaps as a result, they have absolutely no idea at all why that happened. They simply do not understand why they were treated so well, when others were treated so badly.&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers have rarely expressed these opinions to the Empire. They may not be ruled by anyone any more, but centuries of deference are hard to break. But they have not shied away from pointing out the inconsistencies to anyone who has spoken to them. On more than one occasion they have been asked to represent the Empire to the other septs languishing under the rule of the Druj. To explain to people how good life can be in the Empire - how well the Empire treats them. They have always demurred, pointing out that Pride would compel them to also acknowledge how badly the Empire has treated some groups. They are happy to extol the benefits that they have gained through siding with the Empire, but they won&#039;t hide what happened to the other septs, less fortunate than themselves.&lt;br /&gt;
&lt;br /&gt;
What concerns the Sand Fishers is not that the Empire might do these things. They like the Empire, and they love the League, but they understand that the Empire is far from perfect. In some ways they have a higher view of the Empire than &#039;&#039;some&#039;&#039; citizens do. Yes, at it&#039;s worst, it is cruel and tyrannical, capable of cruelty that would make even the Druj blanche. But at its best it is a beacon of Virtue - capable of benevolence that no Druj could ever contemplate. An Empire that swings between embracing the Virtues one moment and imitating the Druj the next is infinitely better than the Druj, even if that is only true half of the time.&lt;br /&gt;
&lt;br /&gt;
The problem for the Sand Fishers is one of moral conscience - of culpability. As allies of the Empire with negligible political influence, the Sand Fishers are not haunted by the murder in the Barrens. They wish the Empire had shown the septs the same mercy they were given, but they don&#039;t blame themselves for what happened. The Sand Fishers don&#039;t imagine that the Varushkans would have held back if Three Hands had written them a strongly-worded letter asking them [[Ripples_and_shadows|not to wipe out the Montanians]]. They don&#039;t believe that there was anything they could have done to stay the hand of [[By_northern_shores|General Archavion and save the Rahvin]].&lt;br /&gt;
&lt;br /&gt;
But the Sand Fishers are a very communal people - they make major decisions by everyone coming together, talking it through and agreeing what to do. It&#039;s not dissimilar to the approach used by most Urizen spires - it&#039;s the sort of simple practical arrangement that works for small communities. But that approach affects how they see the world - in their minds the decisions the sept makes are made by everyone in the sept. They believe that if they join the Empire then they become responsible for the things the Empire says and does. If that happens, and there are further massacres like the three that characterised just the closing moments of the Barrens campaign then that will be on them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;River Cloud&amp;quot;&amp;gt;This world is full of evil, but none more so than the Druj. The Empire has fought the Druj for so long that the taint of them has infected you. It is the poison in your blood. They are the sickness in your soul. Perhaps when the world is free of the Druj you will be whole. Or perhaps when the world is free of them you will simply take their place.&amp;lt;/quote&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That thought of being culpable for such deeds horrifies the Sand Fishers. They hate the Druj with every fibre of their being. But it&#039;s what the Druj represent that they hate. The idea of imitating the Druj, of &#039;&#039;becoming&#039;&#039; the Druj, is a moral evil they cannot - will not - countenance.&lt;br /&gt;
&lt;br /&gt;
==Practical Issues==&lt;br /&gt;
{{CaptionedImage|file=HolbergRegions.png|caption=The Sand Fishers have put down deep roots in Holberg.|align=right|width=400}}&lt;br /&gt;
There are some countervailing considerations as well. These issues are not fundamental - and they&#039;re probably not intractable. Provided that their friends in the League have considered them and are satisfied that the problems are not insurmountable they won&#039;t stop the Sand Fishers joining, but they do reflect some of the more worldly concerns the sept has.&lt;br /&gt;
&lt;br /&gt;
===Flax===&lt;br /&gt;
* &#039;&#039;&#039;The Sand Fishers are concerned that the Flaxen Pillars could be relinquished&#039;&#039;&#039;&lt;br /&gt;
The Sand Fishers control the land that a great stand of [[weirwood]], the [[Flaxen Pillars]] is on. Working hand-in-glove with the League, the sept have established logging operations there complete with kilns to dry the timber. They share the output with the League, in return for the investment needed to develop the resource - an arrangement that provides [[The_greatest_city_in_the_world#Flaxen_Pillars|a range of complex benefits]] for both parties.&lt;br /&gt;
&lt;br /&gt;
Crucially, the Flaxen Pillars salves a part of the Sand Fisher&#039;s moral qualms. As far as they are concerned they are sharing all that is worthwhile with those who deserve it. The fact that the League benefits from the Flaxen Pillars is a Virtuous response to the many things the League has given them. That reciprocity is part of the reason they insisted that the resulting bourse seat must be a League position.&lt;br /&gt;
&lt;br /&gt;
If the Sand Fishers join the Empire, then Misericorde won&#039;t belong to the sept, it will belong to the Empire and that means the Flaxen Pillars won&#039;t belong to the orcs either. And &#039;&#039;that&#039;&#039; means it would be legal for the League to relinquish control of the Pillars, to make them an Imperial position. The Sand Fishers see the Pillars as a fundamental part of their settlement with the League - the thing they have done that benefits the League in a way that reflects what the League did for them by giving them Misericorde.&lt;br /&gt;
&lt;br /&gt;
That kind of reciprocity is very important to them. Perhaps ironically, the Sand Fishers are ultimately concerned that if they join the Empire, they won&#039;t be in a position to pay the Empire back for everything it&#039;s done for them. But on a more practical level, they simply don&#039;t want their allies in the League to lose control of the Flaxen Pillars.&lt;br /&gt;
&lt;br /&gt;
===Bunds===&lt;br /&gt;
* &#039;&#039;&#039;The sept are concerned that the lands of Rebeshof and Utterlund have been drained to create farmland&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sept don&#039;t want to farm land that does not belong to them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The League does not have anyone who wants to farm these lands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A few years ago, the late Professor Immanuel Gelberg was called on to appraise the Prosperity of Holberg. As part of his work he proposed the construction of a series of dykes to drain the wetlands of Holberg. Once complete, they would slowly drain the marshes, turning them into fertile farmland. [[Construct_Adelaarskade|Work began on the Adelaarskade]] after the Autumn Equinox 387YE and it [[Holberg#Adelaarskade|was quickly completed]]. As a result, the wetlands of [[Holberg#Rebeshof|Rebeshof]] and [[Holberg#Utterlund|Utterlund]] will be slowly drained, and, assuming nothing else changes, the regions will lose the [[Region_qualities#Marsh|marsh]] quality by the start of the Spring Equinox 389YE.&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are deeply concerned about this development. As they understand it, the plan relies on members of the sept settling in these new lands, where they will live as foreigners (or citizens if they join the Empire) and farm the land. That will produce wealth for the Sand Fishers and food for Holberg - they can see the advantages, but there are two distinct problems.&lt;br /&gt;
&lt;br /&gt;
The first is that there are not enough members of the Sept who are interested in settling in Imperial lands to make a difference. The Sand Fishers are inordinately Proud of the fact that they own the lands they live on - they belong to the sept. They don&#039;t want to live as foreigners - as guests - of the Empire. The taxation, ironically, is not the issue. The crown tax that each farm will need to pay is insignificant compared to the profits that Sand Fishers like Frost Eyes have calculated that a pig farm would generate. It is the emotional hurdle - the barrier of moving from living on their own lands to the lands of others that bothers them.&lt;br /&gt;
&lt;br /&gt;
Of course if they were members of the Empire, the land would not be a problem - but it would create a very different issue. If the Sand Fishers join the Empire, most folk would expect them to join the League. It&#039;s certainly what many of them imagine may eventually happen to the younger members of the sept. But if they join the League, they&#039;ll become League citizens, they&#039;ll form a magical bond with the League egregore. They&#039;ll dress a little bit more like League citizens, they&#039;ll think more like other League citizens, they&#039;ll act more like any other League citizen would.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s a problem, because as Three Hands has repeatedly pointed out, there are precious few people in Holberg who want to live miles from the city, farming for a living. Most of the population of the territory is concentrated in the city, and moving to the city is the kind of dream that animates anyone with imagination and drive who doesn&#039;t already live there. Many older Sand Fishers still find the bustling streets of Holberg intimidating, but the younger members of the sept certainly don&#039;t. If the Sand Fishers become League citizens, why would they settle for farming lands in Rebeshof and Utterlund? Prominent League citizens don&#039;t run farms - they live in the city and run businesses. If the Sand Fishers were League citizens, why would they be any different?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Swift Fisher&amp;quot;&amp;gt;...all the Sand Fishers love Holberg and we don’t want anything bad to ever happen to it. We just want good things to happen to Holberg!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But if the Sand Fishers don&#039;t farm the land who will? This issue seems to genuinely animate the Sand Fishers - they&#039;re concerned that their friends and allies in Holberg have spent a prince&#039;s fortune arranging to drain the marshes to turn them into farmland and now there is going to be nobody to farm the land. They hate the thought of all that food going uneaten - they don&#039;t want the the city of Holberg to miss out on anything. The sept joining the Empire makes the problem of who will farm the outlying parts of the territory worse - not better - and that&#039;s a deep concern for them.&lt;br /&gt;
&lt;br /&gt;
==Conclusions==&lt;br /&gt;
* &#039;&#039;&#039;The diplomacy carried out by the merchant princes of the League have identified all the issues that &#039;&#039;might&#039;&#039; prevent the Sand Fishers from joining the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The leaders of the sept are coming to Anvil at 4pm on the Saturday to discuss joining the Empire with the League&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a singular opportunity for the leaders of the League to persuade the sept if they can successfully address those concerns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These problems cannot be solved by commissioning a sinecure or giving the Sand Fishers access to Imperial lore. Not even the vaunted [[Appraisal#Available_Prognosticators|prognosticators could appraise]] a simple way to improve relations with the Sand Fishers. The Empire has not given the Sand Fishers everything they asked for, but they have given them lands, protected them from the Druj, and paid to educate their children. As a result, the Sand Fishers already love Holberg - there is no easy way to make them like the Empire &#039;&#039;more&#039;&#039;. And even if there was, it isn&#039;t clear that that would address the essential doubts the Sand Fishers have. &lt;br /&gt;
&lt;br /&gt;
The merchant princes who followed Lia Adelaar von Holberg to Misericorde to talk with the Sand Fishers have used their long years of experience as politicians to discover exactly what motivations the Sand Fishers have, but in doing so they have proved that the situation cannot be resolved simply by building a commission. As Albet van Temeschwar, Merchant Prince of the Four Crows charmingly puts it - &#039;&#039;&amp;quot;everything in life boils down to one of two things, problems you can throw money at to make them go away - and problems you can&#039;t.&amp;quot;&#039;&#039; According to the merchant princes, this is the second. The nation&#039;s experts at throwing money at problems to make them go away, think this is very definitely not that kind of problem.&lt;br /&gt;
&lt;br /&gt;
For their part, the Sand Fishers are open to discussing these problems in detail at Anvil. One thing the arrival of some of the most prominent members of League society has done is help to convey to the sept just how important this matter is to their neighbours. As a result, Three Hands and some of the other leaders of the sept are planning to travel to Anvil in the time for the next summit. They plan to head to the camp of the [[Rebeshof Roadwarden]], Lia Adelaar von Holberg at 4pm on Saturday.&lt;br /&gt;
&lt;br /&gt;
Once there they will make themselves available to anyone who wishes to discuss the issue of the sept joining the Empire. The meeting is a once-in-a-generation opportunity to persuade the Sand Fishers to fully embrace the Empire. All that is needed is for the leaders of the League to find a way to address enough of the Sand Fisher&#039;s concerns.&lt;br /&gt;
&lt;br /&gt;
==An Oddity==&lt;br /&gt;
* &#039;&#039;&#039;The Sand Fishers are raising a small armed force in Misericorde&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the merchant princes are making their way back to Holberg and the rest of the Empire, one of them, Arios von Temeschwar happens to mention the army the Sand Fishers are raising. There is some laughter at first, everyone knows the Sand Fishers don&#039;t have any soldiers. The closest thing they have to any warriors at all is their hunters and the bows and spears they use are ill-suited for warfare. But Arios is absolutely adamant that he had been talking with two members of the sept who had to leave because &amp;quot;it was time for drill&amp;quot;. Intrigued, he&#039;d gone with them to discover a camp deep in the heart of Misericorde, where the Sand Fishers are raising a small army - equipping members of the sept with mithril weapons and armour and training and drilling them in basic principles of warfare.&lt;br /&gt;
&lt;br /&gt;
According to Arios, it is a very &#039;&#039;small&#039;&#039; army - a fraction of the size of an Imperial force. At most there are probably five hundred armed soldiers being equipped and trained. But they&#039;ve clearly been at it for a while now and to his eye, they soldiers look green and inexperienced, but no more so than a newly raised Imperial army might be. &lt;br /&gt;
&lt;br /&gt;
Discussion among the group confirms that nobody knew the Sand Fishers were doing this. It&#039;s not clear where they have got the mithril from and while technically they can do what they like on their own lands, it is concerning that they haven&#039;t mentioned this to anyone. Arios&#039; report suggests that the camp is not exactly a state secret, but on the other hand, they&#039;ve clearly hidden it away... And Three Hands and the other leaders of the sept have never once mentioned what they&#039;re doing to anyone.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a cause for concern among the merchant princes, in what is otherwise seen as a largely successful venture. And does it really matter? The merchant princes have identified the issues that will need to be addressed if the Sand Fishers are to join the Empire. The rest of the League just needs to step up and seal the deal and then the sept will become citizens and it won&#039;t matter that there is an orc army, albeit a very small one, hiding in the forests of Misericorde.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Any dream will do]] - 388YE Summer wind of fortune discussing the League highest calling&lt;br /&gt;
* [[The highest calling]] - 387YE Autumn wind of fortune introducing the highest calling&lt;br /&gt;
&lt;br /&gt;
{{Sandfisher Links}}&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Upwold&amp;diff=145972</id>
		<title>Upwold</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Upwold&amp;diff=145972"/>
		<updated>2026-10-04T13:55:07Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Ashbrook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofUpwold.png|caption=Silver birch and beggarwood are the foundation of Upwold&#039;s wealth.|title=Regions of Upwold|align=left|width=500}}&lt;br /&gt;
==The Silver Chase==&lt;br /&gt;
Upwold is where the Marchers first established themselves when they walked away from [[Dawn]]. The scattered [[orc|orcs]] that dwelt here were no match for their determination to make a home for themselves; those that fled west or south would find themselves followed in short order as the Marchers pushed into Mitwold and Bregasland. Those that fled north found death at the hands of the [[Wintermark]].&lt;br /&gt;
&lt;br /&gt;
Some of the worst fighting of the short-lived [[Marches_history#Joining_the-Empire|Marcher civil war]] took place in western Upwold. One of the few pitched battles between the [[Marcher household|households]] who supported the [[First Empress]] and those households who opposed the formation of the Empire took place here at Hepton Bridge. Widely regarded as the bloodiest conflict of the civil war, the scrubby heathland of the battlefield is largely given a wide berth except by occasional pilgrims of [[Loyalty]] who come here to muse on the spiritual significance of the ancient conflict that set cousins against one another.&lt;br /&gt;
&lt;br /&gt;
Today, Upwold is a wealthy territory in a wealthy nation - though unlike Mitwold a significant amount of its wealth comes from industries other than farming. While there are of course many [[farm|farms]] in Upwold, the quick-growing silver birch woods on the eastern borders are the source of a great deal of income. Charcoal-burners live there, turning wood into easily transportable fuel for smith and hearth alike - the charcoal of Upwold provides pure fuel for the cities of [[the League]] and the forges of [[Wintermark]] alike. The birch bark is used in the tanning industry, to cure the hides of the cattle that graze on the river pastures. &lt;br /&gt;
&lt;br /&gt;
Upwold has always felt a certain rivalry with Mitwold to the west. There is no argument that the farms of Upwold tend not to be as fertile as those of their neighbours; the soil tends to be quite acidic. In part, this has led to a more diverse economy - while the farm is the centre of Marcher life here as elsewhere, there are many who make their living from trees rather than crops, which occasionally attracts comment from the more agriculturally minded Mitwolders. &lt;br /&gt;
&lt;br /&gt;
The people who live up here have closer links to the Navarr than many in the Marches, and more need for Beaters than most. Through the dark heart of those woods are paths no Marcher treads. From these secret ways come the painted [[Feni]] - uncivilised raiders, thieves, and rustlers who raid and steal from isolated settlements. To the north-west, cousins to these forests decay into the marshes that form the southern border of [[Wintermark_Territories|Kallavesa]] in [[Wintermark]].&lt;br /&gt;
&lt;br /&gt;
Finally, Upwold is one of the few areas where anything other than beer is drunk. For centuries, the brewers of Upwold have made a drink from the sap of the birch trees that warms their hearts in the cold winter nights but brings strange dreams.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Peter Lambrook.jpg||caption=While the farm is the centre of Marcher life, many make their living in other ways.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Recent History==&lt;br /&gt;
Over the last thirty years there have been several attempts by the Jotun to attack across the border from the Mournwold. These campaigns were primarily aimed at claiming the Sutton Stone Quarries - the Jotun apparently have a great desire for white granite to help build and maintain their [[fortifications]]. The last such attack in 372YE saw significant losses on both sides, and several new Jotun burial mounds along the southern borders.&lt;br /&gt;
&lt;br /&gt;
The [[March on their belly|disastrous failure of the Autumn harvest]] in 379YE was followed by a particularly [[March on their belly#Resolution|harsh winter]] during which all the farmers of the Marches suffered significant losses in order to keep the Imperial armies marching. Then the Spring 380YE planting was hit with torrential rains and a vicious blight that devoured many of the seeds before they could be put in the ground. While the rest of the Empire was enjoying a burst of [[The prime colour of the world|vitality and fertility]], the farms of Bregasland, Upwold, and Mitwold were once again labouring under the yoke of a vicious magical [[curse]] that ruined the crops, sapped the life from the beasts in the fields, and spread sickness and hunger wherever it touched. &lt;br /&gt;
&lt;br /&gt;
The plan to construct the &#039;&#039;Imperial Breadbasket&#039;&#039; may have begun in the markets of [[Mitwold#Meade|Meade]], but it received immediate support from [[market town|market towns]] across the Marches. The alders of [[#Stockland|Stockland]] in particular were quick to put their hands in their pockets - not as an act of charity, but as recognition of the fact that when the farmers prosper, everyone in the Marches prospers. Shortly before the Spring Equinox 381YE, work was completed on a network of granaries and storehouses across Upwold as part of the [[The_Marches_economic_interests#Granaries and Storehouses - the Imperial Breadbasket|Imperial Breadbasket]] [[great work]]. In addition to its work in securing the future of the Marches, this has helped to improve relations between the yeomanry and the residents of the market towns - reinforcing that even though they do not till the soil, they are still Marchers.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice 381YE, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] were completed, providing merchants and traders easy access to Marcher merchandise and allowing the yeomen of Upwold to travel much more easily to some of the wealthiest cities across the Empire. For more than half a decade the roads provided a major boon to the [[farm|farms]] and [[business|businesses]] in 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;
==Points of Interest==&lt;br /&gt;
=== Stockland ===&lt;br /&gt;
Dominating the fertile farmlands of [[#Stock March|Stock March]], Stockland is a sprawling town known for its sheep and cattle markets. Almost all the [[Marcher_household|households]] of western Upwold take their stock here to trade, and there is a market most weekends through Spring, Summer and Autumn. In addition to its cattle and livestock markets. It is known for its raucous taverns - successful drovers and herders celebrate the sale of their livestock with a hard night&#039;s drinking, while the less successful drown their sorrows before heading home. The breweries of Stockland produce ale and beer that is exported around the Marches and across the Empire - but while it is popular it is not particularly fine. Rather, the distinctive peaty taste of the brews is immediately recognisable to anyone who has spent time in Stockland, and easily brings a lump to the throat of the homesick Marcher. The brewers of Stockland take pride in their straightforward, down-to-earth product, and are quick to scorn anyone who expresses a preference for more refined beverages.&lt;br /&gt;
&lt;br /&gt;
Hepton Bridge - the site of the only major pitched battle of the Marcher civil war - crosses the Meade near Stockland. On the anniversary of the battle, monks from the Stockwater Monastery make a pilgrimage to the site and the abbot delivers a sermon from the bridge itself, generally focusing on the importance of [[Loyalty]] and [[Pride]]. The monks, and the many visitors, then spend the night camped around the bridge, alert for signs of any unquiet ghosts. There have been no actual reports of hauntings in over fifty years, but the tradition endures.&lt;br /&gt;
&lt;br /&gt;
===The Eastern Guard===&lt;br /&gt;
Great crenelated walls and brooding towers look down from Eastern Guard onto the northern forest of [[Miaren]]. Built early in the history of the Marches in [[#Birchland|Birchland]], the garrison was initially charged both with remaining vigilant against Dawnish aggression and with maintaining readiness for attacks from the vallornspawn of the deep woods. Since Miaren was cleansed in the early days of the Empire, and since the people of Dawn are now an allied nation, the castle has become more open - it is a popular stopping place for merchants travelling through the central Empire. Still, the dour Marchers ensure it maintains battle readiness at all times, for one never knows when an attack may come from an unexpected direction.&lt;br /&gt;
&lt;br /&gt;
During the [[Rocks and gravel|great collapse]] of Spring 381YE, most of the garrison of Eastern Guard was evacuated. Despite serious concerns, the sinkhole stopped spreading before swallowing the old castle whole, although the lip of the great dismal hole is little more than five-hundred yards from the north-eastern tower. Now, Eastern Guard has a new job - keeping an eye on the [[trogoni]] that lurk in the depth of [[Upwold#Lorzeno.27s_Deep_Pockets_.28the_Bloody_Great_Hole.29|Lorenzo&#039;s Deep Pockets]].&lt;br /&gt;
&lt;br /&gt;
In Summer 387YE, the Imperial Senate chose to [[387YE_Summer_Solstice_Senate_sessions#Decommission_the_Eastern_Guard|decommission the Eastern Guard]], &amp;quot;&#039;&#039;letting the garrison stand down until it&#039;s needed again or we can find another use for the site&#039;&#039;&amp;quot;. This was later [[387YE_Winter_Solstice_Senate_sessions#Abrogate_Decommission_of_Eastern_Guard|abrogated]] during the Winter Solstice 387YE, and the garrison quickly returned to their work.&lt;br /&gt;
&lt;br /&gt;
===The Woldstone===&lt;br /&gt;
Standing in central [[#Ashbrook|Ashbrook]], the Woldstone is very old. It is said to be the first menhir planted by [[landskeeper|landskeepers]] when the Marchers claimed Upwold for their own. A little over eight feet tall, it is a rough white stone pitted and weathered by centuries of wind and rain. &lt;br /&gt;
&lt;br /&gt;
The stone marks the centre of a potent Autumn [[regio]] that has in the past been used to lay powerful [[enchantment|enchantments]] over the whole of Upwold. The regio is tied to the realm of the [[eternal]] [[Ephisis]], and watched over by one of her more potent heralds, &#039;&#039;Nunn o&#039; the Wold&#039;&#039;. According to stories, Nunn appears as a prosperous Marcher steward or alder, and has a keen interest in the interplay between those who raise crops and the traders who buy and sell them. According to local stories, at one time the herald would appear every solstice and equinox to negotiate minor deals with brave yeomen, but it has been over a century since he was last encountered.&lt;br /&gt;
&lt;br /&gt;
Since early 387YE, the [[Stone_Smith#Stone_Smith&#039;s_Workshop|Stone Smith&#039;s Workshop]] has stood near the Woldstone, serving as a place for the [[smith|smiths]] of the Marches to congregate, discuss their less mundane business, and sometimes commune with the [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Autumn|Autumn realm]].&lt;br /&gt;
&lt;br /&gt;
===Mumford===&lt;br /&gt;
In western [[#Stock March|Stock March]] is the sleepy village of Mumford - right on the border with Upwold. Standing on the northern banks of the Meade, it marks a shallow spot in the river used for centuries by travellers and shepherds alike. North of the village, on a low and rolling rise, stands a ring of seven monoliths known as &#039;&#039;the Mummers&#039;&#039;. Each of the stones has a name;  the six that make up the rough ring are called the [[The Captain|Yeoman]], the [[The Doctor|Abbot]], the [[The Witch|Weaver]], the [[The Prince|Steward]], the [[The Bishop|Farmer]], and the [[The Mountebank|Alder]]. The seventh stone stands a short distance outside the ring proper, and is called &#039;&#039;the Pipe&#039;&#039; - depending on who one asks it represents either the [[Dramaturgy#The_Fool|fool]] or the [[Dramaturgy#The_Beast|beast]]. The stones mark a strong [[regio]] tied to the [[Night magic|night]] realm, and the nature of the Piper is said to be tied to whichever [[eternal]] serves as the patron of the regio at any given time - [[Janon]] or [[Sadogua]].&lt;br /&gt;
&lt;br /&gt;
Every Spring, [[The_Marches_magical_traditions#Mummers|mummers]] and peddlers from across the Marches come here for the Mumford Fair, a celebration of music, dancing, open-ear theatrics, heavy drinking, and the unofficial Mummers Trial in which bands of entertainers compete for ... well it is never entirely clear for what. The entertainers put on their performances, and at the end of the weekend long celebration one or another of their number is carried up to the standing stones and crowned with a wreath of daisies before being dumped unceremoniously into a vat of beer. Traditionally, the &amp;quot;Earl of Mumford&amp;quot; is not allowed to get out of the vat until it is empty, and the fair closes with a night of serious debauchery and celebration as the guests help the Earl drink all the beer. A bottle of beer from the Mumford Fair vat will often fetch a surprisingly high price - occasionally the alcohol is imbued with vestiges of Night magic and gains unpredictable qualities.&lt;br /&gt;
&lt;br /&gt;
===The Bloody Great Hole===&lt;br /&gt;
Just over a month after the Spring Equinox 381YE a large section of north-western [[Miaren#Goldglades|Goldglades]] in [[Miaren]] [[Rocks and gravel|collapsed with an almighty roar]] that was heard across most of [[#Birchland|Birchland]]. After the initial collapse, the hole began to spread. Warnings by the Navarr [[Navarr_magical_traditions#Vates|vates]] reached an already-worried Birchland not a moment too soon - over the next month, chaos reigned. [[Upwold#The_Eastern_Guard|Eastern Guard]] was evacuated of all save a bare bones garrison too stubborn to abandon their post, and for several weeks there was real concern that this old fortress might be a casualty of the ongoing destruction. &lt;br /&gt;
&lt;br /&gt;
Where Upwold once bordered [[Temeschwar]], there is now a massive [https://en.wikipedia.org/wiki/Sinkhole sinkhole]. Estimated to be seven hundred feet deep, with a lake at the bottom that may well be bottomless. The cliff walls are nearly vertical, and still prone to collapse in some places, but there are also signs of caves and tunnels opening out in several places. Initial explorers have excitedly reported what look to be ancient mine workings - some reaching back to the time of the Terunael, and some reaching back even further. The full extent of the network of caverns here has yet to be determined. More worryingly, some of the early daredevils who have made a preliminary investigation of some of the more accessible caves and tunnels have failed to return - and all those who have made it back in one piece have described encounters with particularly angry [[trogoni]] - creatures rarely encountered outside of the mountains of [[Urizen]], and the northern peaks of [[Wintermark]] and [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
The sinkhole was officially named &amp;quot;[[Delver_of_the_Depths#Lorenzo.27s_Deep_Pockets|Lorzeno&#039;s Deep Pockets]]&amp;quot; by Lorenzo Macelliao von Temeschwar, but that has not prevented many of the residents of Birchland referring to it as &#039;&#039;the Bloody Great Hole&#039;&#039; (perhaps a reference to Lorenzo&#039;s membership of the Bloody Butchers guild, perhaps simply a result of Marchers choosing to call a spade a spade). Some yeomen, with a grim gallows humour, prefer to call the hole &#039;&#039;Downwold&#039;&#039; in reference to the not insignificant amount of Upwold soil that is now at the bottom of it. Regardless of what it is called, the [[The_Marches_military_concerns#Beaters|beaters]] of northern Upwold keep a close eye on the hole - and the dangerous trogoni that lurk in its depths.&lt;br /&gt;
&lt;br /&gt;
===[[Sutton Stone Quarries]]===&lt;br /&gt;
The Sutton Stone Quarries are a Bourse resource located on [[#The Heath|the Heath]]. Custodianship of the Quarries is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 23 Imperial wains of white granite every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice.&lt;br /&gt;
===Well of Shadows===&lt;br /&gt;
At some point following the [[Wassail]] of 386YE, which was [[Patterns_of_fairytales#A Grand Wassail|attended]] by numerous [[Inhabitants of the realms#Heralds|heralds]] of the [[eternal]] [[Sadogua]], a door appeared in [[#Tower March|Tower March]] about a day&#039;s lazy hike east of King&#039;s Stoke. A meandering path, little more than a hunting trail, that nobody entirely remembers being there now connects the Stoke to the door, which is set into the bole of a massive ancient oak tree. The door is round, green, and resists all efforts to open it up to and including charging it headlong with a log. The &#039;&#039;Brother of Wizards&#039;&#039; mentions that this is the entry to the &#039;&#039;[[College_of_magic|Well of Shadows]]&#039;&#039; - a place of magical learning that is part of his domain. As a mark of the welcome he has received from them and from their people, he chose to move the door to Upwold. The first group to be granted access to the well were the [[landskeeper|landskeepers]] of the Marches and if anyone knows more it is probably them.&lt;br /&gt;
{{Anchor|Moonwater Hall}}&lt;br /&gt;
&lt;br /&gt;
===Moonwater Hall (ruins)===&lt;br /&gt;
Built near King&#039;s Stoke in [[#Tower March|Tower March]], Moonwater Hall was a [[Faraden]] enclave that consisted of several dozen buildings including inns, homes, blacksmiths, wheelwrights, a shrine, and a number of warehouses, as well as a large public pasture for use by oxen. It was [[Construct_trade_hub_in_Upwold|commissioned]] in Summer 381YE, and work was completed shortly before the Winter Solstice. Half of the materials were provided by Henry Ward on behalf of the Empire, with the other half being supplied by Lady Saretta of the Red Moon on behalf of a consortium of Faraden merchant families. Moonwater Hall provided benefits to the [[farm|farms]] and [[business|businesses]] of Upwold as a [[great work]]. In Spring 384YE, however, the Senate voted to [[abrogate Moonwater Hall]] and the trade hub was decommissioned.  &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Yeoman and Log.jpg |width=300|align=right|caption=The Marchers of [[#Birchland|Birchland]] and [[#Tower March|Tower March]] farm the trees with the same stubborn focus other Marchers farm grain or pigs.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Ashbrook===&lt;br /&gt;
Named for the river Ash which feeds into the Meade, the region of Ashbrook is scattered with thriving communities such as &#039;&#039;&#039;Ashill&#039;&#039;&#039; - said to be perpetually covered in soot from the charcoal burning that provides its main industry. North of Ashill, near the [[Hahnmark]] border, stands the prosperous [[market town]] of &#039;&#039;&#039;Sweetroot&#039;&#039;&#039;. This small settlement is a major centre for the cultivation of the liquorice plant. While small, Sweetroot has become wealthy through careful exploitation of the leafy plant and its delicious roots. Popular exports include sweetroot cake (a small, round confection that is popular almost everywhere), and sweetwater (liquorice-infused water, used to treat a number of digestive system complaints). &lt;br /&gt;
&lt;br /&gt;
One of the oldest menhirs in the Marches - [[#The Woldstone|the Woldstone]] - is also located here. Believed to be the first stone raised by the [[landskeeper|landskeepers]], it watches over the farms and market towns of Ashbrook. Not far from the Woldstone is the old oak wood of &#039;&#039;&#039;Walksend&#039;&#039;&#039;. Some of the trees here are over five hundred years old, but none have ever been felled. Local stories claim that the wood marks the spot where the first Marchers ended the March out of [[Dawn]]. According to this quaint story, on emerging from the woods of [[#Birchland|Birchland]], the Marchers saw the rolling plains of Upwold laid out before them and knew they had reached their new home. They thrust their walking staves into the ground here to signify that they were done with marching, and the staves miraculously put forth roots, branches, and leaves and became the trees that form the forest today. Visitors claim that the experience of walking among the great oaks is distinctly restful. The monks nearby &#039;&#039;&#039;Oakwood [[Monastery|monastery]]&#039;&#039;&#039;, known for their excellent [[Surgical skills#physicks|physicks]], take advantage of this reputation to speed the convalescence of their patients.&lt;br /&gt;
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Ashbrook is also the site of [[Guardian_of_the_Prosperity_of_Afal#Afal-on-Ash|Afal on Ash]], a stand of gentle beehive-hung silver trees overseen by the [[Guardian of the Prosperity of Afal]].&lt;br /&gt;
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===Birchland===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The thick birch woods of Birchland are a source of valuable timber. There are also extensive stands of beggarwood in Birchland, producing excellent quality [[Materials#Beggar&#039;s Lye|Beggar&#039;s Lye]], which supports a thriving tanning and leatherworking industry. The fortress of [[#The Eastern Guard|Eastern Guard]] stands here, still watching the forest of [[Miaren]] for any sign of invasion by Dawnish [[Noble_house|nobles]]. Scattered here and there are old battlegrounds where Dawn and the Marches clashed in pre-Imperial times. Locals give these areas a wide berth and tell gloomy stories about the ghosts that haunt them.&lt;br /&gt;
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Just north of the bend in the road that runs between lies [[Steward_of_Good_Leaf_Gardens#Good_Leaf_Gardens|Good Leaf Gardens]] - a wayhouse that regularly receives donations of [[herbs]] from Navarr traders who pass through the area. The herbs are given by Navarr in thanks for the continuing aid of the Marchers in the fight against the [[vallorn]], and are distributed by the [[Steward of Good Leaf Gardens]] to those who need them.&lt;br /&gt;
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In Spring 381YE, parts of north-eastern Birchland were swallowed up in the [[Rocks and gravel|great collapse]] that created the sinkhole dubbed &amp;quot;&#039;&#039;the Bloody Great Hole&#039;&#039;&amp;quot; by locals and more properly referred to as [[#Upwold#Lorzeno.27s_Deep_Pockets_.28the_Bloody_Great_Hole.29|Lorenzo&#039;s Deep Pockets]].&lt;br /&gt;
&lt;br /&gt;
===The Heath===&lt;br /&gt;
There are few settlements on the Heath&#039;s rolling grasslands - the soil is not exceptionally fertile and the farms here tend to focus on raising goats and sheep rather than growing crops. The most significant location here is probably the [[#Sutton Stone Quarries|Sutton Stone Quarries]], although historians would argue that the village of &#039;&#039;&#039;Redston&#039;&#039;&#039; would give it a run for its money. The village is the birthplace of the Marcher hero [[Life of Tom Drake|Tom Drake]], who helped create the [[Military Council]], was the first [[general]] of the [[The_Marches_military_concerns#The_Drakes|Drakes]], and ultimately fell in battle leading the Imperial armies against [[Alderei the Fair]]. Over the centuries, &#039;&#039;Tom&#039;s Orchard&#039;&#039; - the apple tree woods where the general was buried - has become something of a place of pilgrimage for Marcher generals and yeomen facing difficult challenges. The Redstons - the [[Marcher_household|household]] that still owns the farms around the village - have resisted any attempt to create a more prestigious memorial to the dead general.&lt;br /&gt;
&lt;br /&gt;
Every month, Brock Heath market is held on the lands of [[Marcher_household|House]] Brockheath, and regularly attracts [[Navarr]] traders from [[Miaren]]. While it is no longer as prestigious as it once was, it has a [[Steward_of_Brock%27s_Heath|storied history]] and is generally believed to be one of the first regular markets that welcomed and encouraged trade with the Navarr in pre-Imperial times.&lt;br /&gt;
&lt;br /&gt;
A significant number of the farms here belong to by grim-faced refugees from the [[Mournwold]]. During the occupation, these emigrants kept a close eye on the border to the south; they saw it as a solemn duty to rally the rest of Upwold against any sign of Jotun aggression from their old homelands. Now that the Mournwold has been liberated, there is a great deal of discussion between the families as to whether they should seek to reclaim their old farmland. While their parents want to return south, the younger generation have never lived anywhere else and consider themselves Upwolders through-and-through.&lt;br /&gt;
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===Stock March===&lt;br /&gt;
The green farmlands of Stock March are dominated by the presence of [[#Stockland|Stockland]], which makes the most of its advantageous position at the junction of major roads linking [[Mitwold]], [[Hahnmark]], and [[Tassato]]. &lt;br /&gt;
&lt;br /&gt;
Stock March is the richest region in Upwold, and one of the most prosperous in the Marches. The sprawling &#039;&#039;&#039;Applewood&#039;&#039;&#039; grows here known for the fine, fat apples that bear its name. The Applewood shares its name with a village on the road near the border to the Moot, famous both for the Applewood Arms and for the fine-quality ciders it has produced since the earliest days of the Marches. &lt;br /&gt;
&lt;br /&gt;
The village of &#039;&#039;&#039;[[#Mumford|Mumford]]&#039;&#039;&#039; stands on the western border of Stock March, famous for its Spring fair and the magical monoliths that watch over it.&lt;br /&gt;
&lt;br /&gt;
===Tower March===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The dense woods of Tower March have been cut back around the village of &#039;&#039;&#039;King&#039;s Stoke&#039;&#039;&#039;, but remain thick and vital in the rest of the region. A pre-Imperial tower stands here, just east of the village, that is said to mark the place where the rebels held back the King of [[Dawn]] following the [[the Marches history|march of secession]]. Most Upwold families - and indeed many families from other parts of the Marches - claim a connection to the battle at King&#039;s Stoke. That said, if every family who claims an ancestor fought there is right, it must have been an easy victory. King&#039;s Stoke is also the site of [[#Moonwater Hall|Moonwater Hall]], a [[Faraden]] trading enclave that supports merchants from that western nation who wish to purchase fine quality Marcher food and drink.&lt;br /&gt;
&lt;br /&gt;
West of King&#039;s Stoke is &#039;&#039;&#039;Borsdell Hall&#039;&#039;&#039;, perhaps the closest the Marches gets to a centre of learning. The original hall belonged to the well-respected Brigit of Dourfen, the first [[grandmaster]] of the [[Rod and Shield]] [[Conclave order|order]] of the [[Conclave]]. Raised in [[Bregasland]], the legendary [[landskeeper]] moved to Tower March in the early years before the formation of the Empire and built the hall &amp;quot;&#039;&#039;the better to keep an eye on the rest of the world.&#039;&#039;&amp;quot; Her interest in &amp;quot;the wider world&amp;quot; brought news of the First Empress&#039; meeting at Anvil to the stewards of the Marches, and many historians ascribe her a pivotal role in the Cousins War that followed that fateful congress.  Modern landskeepers will send an apprentice who shows a talent for [[Magical_skills#Battle_Mage|battle magic]] to spend a season or two studying at Borsdell, learning techniques refined by Brigit and passed on to the martially-minded magicians who followed her.&lt;br /&gt;
&lt;br /&gt;
[[Farm|Farmland]] is at a premium in Tower March, and the region is better known for its woodcutters and [[forest|foresters]]. In addition to the ever-present beggarwood, Tower March is the main source of [[Materials#Dragonbone|dragonbone]] in the Marches. In recent years the demand for Tower March amber has subsided in the face of extensive imports from [[Miaren]] and through [[Tassato]], but there are still several old and stubborn households whose fortunes are traditionally tied to the valuable material. Some of the more ambitious stewards of Tower March are said to favour a wholesale clearance of the woods, both to take advantage of the voracious Imperial demand for building materials and to allow for new farms - so far they have faced a great deal of resistance from those whose livelihood is tied to the woodlands. Most are pessimistic however; political power in the Marches does not lie in the hands of woodcutters and foresters, after all.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px;&amp;quot;&amp;gt;{{CaptionedImage|file=Honest Bobby Boarbridge.jpg|caption=&#039;&#039;&#039;Honest Bobby Boarbridge&#039;&#039;&#039;, Senator for Upwold|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Upwold|Territory=Upwold|Season=Autumn}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Upwold are in the hands of the Marches (and by extension the Empire) making it a staunchly Imperial territory.&lt;br /&gt;
* The castle of [[#The Eastern Guard|Eastern Guard]] is a rank one [[fortification]].&lt;br /&gt;
* [[Farm|Farms]] in the territory benefit from the [[The_Marches_economic_interests#The Imperial Breadbasket|Imperial Breadbasket]] and produce an extra 36 rings each season.&lt;br /&gt;
* The presence of [[Delver_of_the_Depths#Lorenzo.27s_Deep_Pockets|Lorenzo&#039;s Deep Pockets]] means that it is not possible for an [[Army|Imperial army]] to [[Army_orders#Movement|move]] from Upwold to Temeschwar directly. They will instead need to pass through either Miaren or Hahnmark.&lt;br /&gt;
[[Category:The Marches]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=145971</id>
		<title>Hahnmark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=145971"/>
		<updated>2026-10-04T13:49:36Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Wood Heath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofHahnmark.png|caption=Mountain passes and granite halls|title=Regions of Hahnmark|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The territory of Hahnmark is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward [[Sermersuaq]] and [[Kallavesa]]. In ancient times it was the centre of the troll kingdom, but today is considered the ancestral homeland of the [[Steinr]] in Wintermark. The other passes through the mountains are likewise protected by fortified halls, preventing access to the rolling hills that drop down towards fertile plains.&lt;br /&gt;
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In the oldest days, before the coming of the Steinr, Hahnmark was the heart of the troll kingdoms and it was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The peaks of eastern Hahnmark are scattered with relics from the troll kingdom, mostly ruined and empty, or haunted by malignant spirits who hate the people of the lowlands with an endless, frigid spite. The higher peaks are avoided by sensible folk as a consequence.&lt;br /&gt;
&lt;br /&gt;
Hahnmark is a rugged land, like the people who call it home. A slight majority of the population are Steinr, but as always there is a nearly equal presence of Suaq and Kallavesi people in its prosperous halls. The people of the rolling hills enjoy a high level of prosperity, their wealth coming from trade with other Imperial nations; from the mines and farms of the mountains and the flatlands; and from the strong sword-arms of its warriors.&lt;br /&gt;
&lt;br /&gt;
The [[Senator]] for Hahnmark is appointed by the Steinr during the Autumn equinox, and is almost always chosen from the Steinr tradition.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
During the invasion of [[Skarsind]], many refugees came down through [[Skarsind#Pakaanan&#039;s Pass|Pakaanan&#039;s Pass]] to find temporary homes in [[#Northspires|Northspires]] and [[#Bruckland|Bruckland]]. Since the territory has been reclaimed, many are returning to their homes - although a number have chosen to stay permanently in Hahnmark. Concerns that the [[Thule]] might come further west and invade Hahnmark proved groundless, but there were repeated calls for the Hall at [[#Kalpaheim|Kalpaheim]] and the vigilant [[#Northspires|Stormspires]] to be reinforced and further fortified. Successive [[Senate|Senates]] failed to agree to the amount of white granite needed, and the projects were largely abandoned.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Spring Equinox 381YE, a [[Hahnmark#The_Dunsfall_Sinkhole|great sinkhole]] swallowed parts of south-eastern [[#Wood Heath|Wood Heath]] displacing several halls. It also displaced a group of [[Feni]] that once dwelled in the deep woods there. Some of the group went south into [[Upwold]], but the remainder [[Right_now#Feni_March|remained in Hahnmark]] where their raids became [[Everything_has_rhythm#Feni_Fight_Ferociously|increasingly]] problematic as 382YE [[Make_good_use#The_Feni_in_the_Mark|progressed]]. During the Summer Solstice, the heroes of Wintermark confronted the raiders and offered them the chance to leave Hahnmark safely provided they brought their raids to an end. As of the start of the Autumn Equinox 382YE, the Feni have yet to respond.&lt;br /&gt;
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Shortly before the Winter Solstice 381YE, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] were completed, providing merchants and traders easy access to Kalpaheim, and allowing the merchants of Hahnmark to travel much more easily to some of the wealthiest cities across the Empire. For more than half a decade the roads provided a major boon to the [[farm|farms]] and [[business|businesses]] in 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;
{{CaptionedImage|file=Wintermark2.jpg|align=right|width=300|caption=Costume by Jo Perridge}}&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
=== Kalpaheim ===&lt;br /&gt;
The largest settlement in Wintermark. Once the capital of the entire nation, this is the site of the original joining of the three cultures. The settlement circles a stone fortress built in the first days after the defeat of the trolls - the Hall at Kalpaheim - parts of which extend into tunnels dug deep beneath the mountains. A prosperous hub for trade with other nations, Kalpaheim guards a large pass through the mountains that serves as a major trade-route down into the [[The Marches|Marches]], and the rest of the Empire. Other valuable trade routes include those to [[Hercynia]] in the north-west, and through the [[Navarr]] territory to the forests and mines of [[Skarsind]] and ultimately [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
As well as safeguarding the prosperity of Hahnmark, Kalpaheim is a central feature in the heritage of the Winterfolk. The &#039;&#039;&#039;Face of King Ulmo&#039;&#039;&#039;, an immense carving of the first monarch of Wintermark, looks down upon Kalpaheim from the side of one of the western mountains. It serves as a reminder that the eyes of history are upon the town and the people of Wintermark. This impressive feat is one of the wonders of the Empire, constructed long before the nation joined the Empire by a trio of [[Wintermark Magical Traditions#Artok|Artok]] under the control of the [[Wintermark Magical Traditions#Icewalkers|icewalker]] Gilda Heimssdottir. She also dug out most of the tunnels that parts of the hall now occupy.&lt;br /&gt;
&lt;br /&gt;
=== The Fingers ===&lt;br /&gt;
When the Steinr travelled through mountain passes to find the [[Suaq]] and [[Kallavesi]], they sought guidance in visions. It is said that this high-mountain with its four jagged peaks rose above the mist in the early daylight, pointing out the way. It is now home to a religious settlement called The Fingers, where the virtues that founded Wintermark are celebrated; the [[Courage]] to carry such a bold plan through, the [[Pride]] gained through the trials of the journey, and the [[Loyalty]] that now joins the three peoples.&lt;br /&gt;
=== Gulnar’s Deeps ===&lt;br /&gt;
An old series of copper mines in northern [[#Kalpamark|Kalpamark]] that unexpectedly broke into a much larger cave network beneath. The full extent of the caves has never been mapped, since ice and meltwater make much of it treacherous, but a wealth of minerals and metals now comes from the deeps.&lt;br /&gt;
&lt;br /&gt;
===Runegrott===&lt;br /&gt;
In southern [[#Northspires|Northspires]] is found a vast labyrinthine chamber in the ice, in which many runes are carved. They are thought to be very old, and some scholars argue that the origin of runes in Wintermark lies here, rather than in the caves beneath [[Skarsind#Gildenheim|Gildenheim]]. The chamber is carefully guarded. It is a matter of debate as to whether the runes bear any message -- some claim the original laws of Wintermark, and thus the Empire -- were taken from the inscriptions in this chamber. More recently they have been connected with the paragon [[Isenbrad]], especially by the [[runesmith|runesmiths]] who dwell on the mountain above the caves.&lt;br /&gt;
&lt;br /&gt;
In 383YE, the [[Gildenheim runeforge|rune forge at Gildenheim]] was painstakingly [[Conduit_to_destiny#The_Runed_Ruins|dismantled and runes repatriated to Runegrott]] in Hahnmark to be used as the basis for the creation of a new runeforge there one day. Following the Winter Solstice 384YE, a [[inspirational location|memorial]] for [[Isenbrad]] was established at Runegrott, establishing the [[Wintermark_economic_interests#Runesmith.27s_Law|Runesmith&#039;s Law]] - the unique set of [[magic items]] that can be crafted only by Winterfolk [[Crafting skills#Artisan|artisans]]. The [[Keeper of the Runegrott]] now guides the artisans of the [[Keeper_of_the_Runegrott#Runegrott|Runegrott]] in their work; forging unique magic items and funding schema for the expansion of Runesmith&#039;s Law.&lt;br /&gt;
&lt;br /&gt;
Not far from Runegrott proper stands the [[Guildmaster_of_the_Artisans#Guildhouse_of_the_Artisans|Guildhouse of the Artisans]], created as a hub from which members of that informal sodality can operate.&lt;br /&gt;
&lt;br /&gt;
===New Dunhall===&lt;br /&gt;
In 381YE Arnburh, the Dunhearth Hall and neighbouring Woodhall [[Rocks_and_gravel|fell into a massive sinkhole]]. Forewarned by the [[Navarr]], the Thane and Redfeldr were able to evacuate the town. During the Summer Solstice 381YE, plans were laid for a grand Wintermark trading town. The purpose of New Dunhall is four-fold: to re-establish and protect trade between Wintermark and the Marches; to serve as a base of operations for mining [[Delver_of_the_Depths#Lorenzo.27s_Deep_Pockets|Lorenzo&#039;s Deep Pockets]]; and to provide a defence against any [[trogoni|fell creatures]] that might come out of the deep earth. Work was begun almost immediately, and the majority of the construction completed shortly before the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
At the heart of the new town is a large market overseen by the [[Caretaker of New Dunhall]], intended for commodity trading and the sale of the Dunning’s fine artisan goods. A new Dunhearth Hall was built, larger and richer than the old hall, destroyed in the collapse. Along with the various barracks, supporting buildings, and defensible walls, New Dunhall represents a fine example of a Wintermark town, dedicated to the continuing security of the area.&lt;br /&gt;
&lt;br /&gt;
Not far from New Dunhall is found [[Fallsheart Guardian#Fallsheart Cave|Fallsheart Cave]], a cavern exposed shortly after the sinkhole collapse which is a rich source of crystal mana. A Guardian is appointed to protect the cave, which is at some risk from hungry trogoni.&lt;br /&gt;
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===Lorenzo&#039;s Legacy of Vigilance===&lt;br /&gt;
Spread across the entire territory of Hahnmark are a number of red stone [https://en.wikipedia.org/wiki/Stele stelae]. A central stone, the keystone for the entire [[great work]], stands in the centre of the market at [[#New Dunhall|New Dunhall]]. The [[Lorenzo%27s_Legacy#The_Legacy_of_Vigilance|legacy]] guides and focuses the flows of mana through the territory, increasing the amount of crystal mana produced by [[mana site|sites]] across Hahnmark.&lt;br /&gt;
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===Brenna&#039;s Gift===&lt;br /&gt;
Brenna’s Gift is not a single structure but several. Situated in a handful of locations through [[#Kalpamark|Kalpamark]] are great weirwood grain silos banded in [[Materials#Weltsilver|weltsilver]] with [[Materials#Orichalcum|orichalcum]] rivets. Each silo is supported by several smaller buildings that are always busy collecting and distributing grains, meats, fur, and other farming supplies, all day every day. The rune [[Pallas]] is inlaid over each silo, and the people who operate them take great pride in ensuring the buildings are well lit so that they are visible almost as beacons once the sun sets. Smaller silos are scattered across the territory, at least one in each region. Comparisons are often drawn with the [[The_Marches_economic_interests#Granaries_and_Storehouses_-_the_Imperial_Breadbasket|Imperial Breadbasket]] in [[the Marches]]. This [[great work]] stores and distributes agricultural produce, and the silos also serve as trading posts.&lt;br /&gt;
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===The Dunsfall Sinkhole===&lt;br /&gt;
Just over a month after the Spring Equinox 381YE a large section of north-western [[Miaren#Goldglades|Goldglades]] in [[Miaren]] [[Rocks and gravel|collapsed with an almighty roar]]. After the initial collapse, the hole began to spread. Warnings by the Navarr [[Navarr_magical_traditions#Vates|vates]] reached the already-worried people of Wood Heath not a moment too soon. Parts of that south-eastern region soon followed north-western Goldglades into the spreading hole. Thanks to the Navarr, Dunhearth Hall, Woodhall and several smaller halls were all evacuated in time to avoid major loss of life.&lt;br /&gt;
&lt;br /&gt;
Where Hahnmark once bordered Miaren, there is now a massive [https://en.wikipedia.org/wiki/Sinkhole sinkhole]. Estimated to be seven hundred feet deep, with a lake at the bottom that may well be bottomless. The cliff walls are nearly vertical, and still prone to collapse in some places, but there are also signs of caves and tunnels opening out in several places. Initial explorers have excitedly reported what look to be ancient mine workings - some reaching back to the time of the Terunael, and some reaching back even further. The full extent of the network of caverns here has yet to be determined. More worryingly, some of the early daredevils who have made a preliminary investigation of some of the more accessible caves and tunnels have failed to return - and all those who have made it back in one piece have described encounters with particularly angry [[trogoni]] - creatures rarely encountered outside of the mountains of [[Urizen]], and the northern peaks of [[Wintermark]] and [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
The sinkhole was officially named &amp;quot;[[Delver_of_the_Depths#Lorenzo.27s_Deep_Pockets|Lorenzo&#039;s Deep Pockets]]&amp;quot; by Lorenzo Macelliao von Temeschwar, but is commonly known among the people of Hahnmark as &amp;quot;The Dunsfall&amp;quot;.&lt;br /&gt;
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===The Beacons of Wintermark===&lt;br /&gt;
Shortly before the Spring Equinox 383YE, the [[Starting_at_the_end#Towers_of_Fire|beacons of Wintermark]] were completed, covering Hahnmark and [[Kallavesa]]. This sequence of beacons and watchtowers protects both territories from surprise invasion and allows heroic individuals to contribute to the defence of Wintermark as if they were a [[fortification]].&lt;br /&gt;
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{{Anchor|Freya&#039;s Garden}}&lt;br /&gt;
===Freya&#039;s Garden (Ruined)===&lt;br /&gt;
Once this was a sprawling building of weirwood and stone that stood proudly amidst the hills and fields, supporting the [[herb garden|herb gardens]] of Hahnmark. It was [[commission|commissioned]] by Tyr Brennan during the [[Construct_Freya%27s_Garden|Winter solstice 382YE]], but in Autumn 385YE it was [[To_the_last_syllable#In_Wintermark|destroyed]] by the rampaging &#039;&#039;scions&#039;&#039; of the [[Cold Sun]]. The grand steel-bound doors were shattered, the garden-halls scoured by fire, and the granite figure surmounted the grate was shattered to rubble. The heroes of Wintermark and their [[Navarr]] allies were able to catch the heralds before they could break through the final doors and slaughter the terrified gardeners sheltering within. Furious battle echoed through the ruined chambers, but while all the attackers are dealt with the garden was ruined.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Bruckland===&lt;br /&gt;
Of all the regions of Hahnmark, Bruckland has the highest concentration of halls that have a majority of Suaq members. The cold, flat plains are scattered with low, artificial hills atop which lie stone beacons and desolate watchtowers. Between the hills wander [[farm|large domesticated herds]] of deer, elk and the occasional [[Mundane_beasts#Mammoths|mammoth]]. Fruitless attempts to domesticate the mammoths have largely been abandoned, but there are a few stubborn mammoth herders in Bruckland who follow the herds and occasionally harvest an old or injured member for ivory, hide and meat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The most famous settlement in Bruckland, the fishing hamlet of &#039;&#039;&#039;Turelva&#039;&#039;&#039; lies across the waters of Kronevann from Kronehal. The two settlements enjoy a friendly rivalry in all matters; an annual fishing contest between the two has become a four day festival which boasts attendees from as far afield as [[Dawn]].&lt;br /&gt;
&lt;br /&gt;
===Kalpamark===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; City, Hills&lt;br /&gt;
The heartland of Hahnmark, site of [[#Kalpaheim|Kalpaheim]] and the face of King Ulmo. The halls of Kalpamark are some of the most prosperous and influential in Hahnmark - possibly in the whole of Wintermark. The [[Gatekeeper_of_Falling_Snow#The_Garden_of_Falling_Snow|Garden of Falling Snow]] stands in the high peaks here, constructed around a series of bubbling hot springs.&lt;br /&gt;
&lt;br /&gt;
===Kronemark===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Sungate&lt;br /&gt;
The flattest part of Hahnmark, the downs of Kronemark are a patchwork of fishing villages and [[farm|farms]]. The largest settlements sprawl around the shore of the icy lake Kronevann, or along the many streams that connect it to its sister lakes in [[#Bruckland|Bruckland]]. The best known of the settlements on the Kronevann is &#039;&#039;&#039;Kronehal&#039;&#039;&#039;. Claimed as the home of Sigrid Alvsdottir, legendary champion of the Steinr who slew Vatr, the one-eyed warleader of the trolls and as her reward claimed the crown of the Steinr.&lt;br /&gt;
&lt;br /&gt;
Kronemark was once the location of the Tower of the Eagle, an old tumbledown tower atop a hill that was once a beacon and marked the location of a powerful regio aligned with the [[Realm#Day|Day realm]]. It was claimed by the Silence Arc, &#039;&#039;scions&#039;&#039; of [[Cold Sun]], who were able to construct a gate of shining [[mithril]] and aquamarine crystal, carved with runes and sigils inlaid with [[ilium]]. It was broken during the [[Last_rays_of_the_sun#Tower_of_the_Eagle|last stand]] of the Silence Arc, and now all that remains are two broken pillars of warped and blasted crystal, twenty feet apart. The illumination that burns between the two columns is steady, unblinking, and irresistible. There&#039;s no way to approach the regio. Living beings who get too close, within a quarter mile or so of the blasted hill, burn. Those who test the edges begin to die, and only immediate aid helps them avoid being burnt to ashes.&lt;br /&gt;
&lt;br /&gt;
===Northspires===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The hills and mountains of Northspires are a rich source of [[orichalcum]] and [[tempest jade]]. Some of the highest peaks in Wintermark are found here, and there are scattered ruins on the upper slopes that date back to the height of the troll kingdoms. Several halls look down across the rest of Hahnmark from here, the most famous of which is probably &#039;&#039;&#039;Stormspire&#039;&#039;&#039;. A remote fortress and watchtower whose commander is often titled ‘the Eyes of the North’, Stormspire keeps a careful watch on any traffic from the North. One of the key major beacons, the folk of Stormspire also maintain and staff a smaller network of beacons on nearby peaks.&lt;br /&gt;
&lt;br /&gt;
More famous that Stormspire is the [[#Runegrott|Runegrott]], which incorporates the Wintermark [[runeforge]] and is dedicated to the memory of [[Isenbrad]], paragon of [[Wisdom]]. On the mountainside overlooking the entrance to the caves stands the [[Guildmaster_of_the_Artisans#Guildhouse_of_the_Artisans|Guildhouse of the Artisans]], a hub of activity for the informal sodality known as the Guild of Artisans.&lt;br /&gt;
&lt;br /&gt;
===Southridge===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
In the years before the foundation of the Empire, the rolling downs and woodlands of Southridge were the site of regular skirmishes between the Winterfolk and the Marchers. These came to an end with a final peace treaty, signed at the settlement of &#039;&#039;&#039;Moot&#039;&#039;&#039;. Grim-faced folk drew lines on maps and agreed to fight orcs, not each other. The place of meeting grew into a small trading settlement where Marcher grain goes north, and Wintermark sends its worked metal and leather south. Despite nearly five centuries of relative peace, however, there are occasional tales of haunted battlefields and unfortunate incidents with rowdy Marchers who ought to know better.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The woodlands and rugged gulleys of Southridge are also home to [[Feni]] who mostly keep to themselves but occasionally engage in banditry against travellers or poorly defended halls.&lt;br /&gt;
&lt;br /&gt;
===Valasmark===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
Rugged Valasmark slopes down towards the cold fens of [[Kallavesa]] to the south-west. In a populous valley near the centre of the region stands &#039;&#039;&#039;Valashal&#039;&#039;&#039;, a Hall almost entirely peopled by groups of Steinr, accepting warriors from all over the nation. Its stated intent is to be the greatest focus of martial heroism in the country and therefore the world. The current great hall was constructed by [[Emperor_Guntherm#Death_and_Legacy|Brigid, daughter of Emperor Guntherm]] in 248YE in honour of her father. It was built on the site of a much older hall, the Runehall, which legend claims was constructed by a Troll the scops named The Torn Light of Night Falling. The Runehall was a vast beautiful edifice, but it was said to be cursed and any thane who claimed it as their seat met an untimely end.&lt;br /&gt;
&lt;br /&gt;
Brigid razed the Runehall to the ground and had fresh timber and stone brought in to construct a new hall. She named it Valashal, and declared that it would be dedicated to training the greatest warriors of the nation in memory of her father. Whitehall has prospered since that day, attracting young [[Steinr]] from all over Hahnmark who come to Valasheim seeking to earn a name for themselves. In 334YE the settlement was expanded to build the Galenhall, to house the many scops who had come to Valasheim to celebrate the deeds of the heroes who dwell here.&lt;br /&gt;
&lt;br /&gt;
===Wood Heath===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
On the edge of the forests on the southern side of Hahnmark stood the bustling logging town of &#039;&#039;&#039;Woodhall&#039;&#039;&#039; which supplied a great deal of the wood, charcoal and [[beggar&#039;s lye]] for Wintermark’s building, crafting and smithing. Woodhall also saw regular caravans from [[Temeschwar]] to the east, and enjoyed cordial relations with the [[The Marches|Marchers]] of [[Upwold]] to the south. Without warning, however, Woodhall was destroyed - in Summer 381YE a [[Rocks and gravel|massive sinkhole]] opened up that swallowed Woodhall, along with nearby Dunhearth, and the settlement of Arnburh. Only the advance warning from [[Navarr]] seers studying the [[Miaren#The_Pool_of_Silver_Clouds|Pool of Silver Clouds]] in [[Miaren]] prevented great loss of life.&lt;br /&gt;
&lt;br /&gt;
Today, the newly built town of [[#New_Dunhall|New Dunhall]] houses many of those displaced by the collapse. With the aid of the [[Caretaker of New Dunhall]], the inhabitants work to ensure not only trade with the Marches and Temeschwar, but that those brave souls responsible for exploring the great pit are supported. The town stands near a significant number of newly created [[sinecure|sinecures]]: [[Collector_of_Prosperity&#039;s_Boon#Autumn.27s_Boon|Autumn&#039;s Boon]], [[Keeper_of_the_Crystal_Vale#Vale.27s_Might|Vale&#039;s Might]], [[Fallsheart_Guardian#Fallsheart_Cave|Fallsheart Cave]], [[Guardian_of_Dunfrith#Dunfirth|Dunfrith]], and the [[Herbalist_of_the_Hearth#The_Valley_of_Pride|Valley of Pride]].&lt;br /&gt;
&lt;br /&gt;
As with Southridge to the west, at one time [[Feni]] lived in Wood Heath, although their attentions were mostly directed toward Upwold and [[Miaren]]. Following the opening of the sinkhole, these Feni were forced to flee, and became something of a nuisance to the people of Hahnmark in the process.&lt;br /&gt;
{{Senate Elections|Senator_for_Hahnmark|Territory=Hahnmark|Season=Autumn}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* The regions of Hahnmark are under the control of the people of Wintermark (and by extension the Empire) making the territory staunchly Imperial.&lt;br /&gt;
* [[Mana site|Mana sites]] in the territory benefit from [[#Lorenzo&#039;s Legacy of Vigilance|Lorenzo&#039;s Legacy of Vigilance]] and produce an extra mana crystal each season.&lt;br /&gt;
* [[Farm|Farms]] in the territory benefit from [[#Brenna&#039;s Gift|Brenna&#039;s Gift]] and, as of [[Hyenas_and_herbs#Flowers_in_Frost|Autumn 386YE]], produce two doses of viezesmaak each season.&lt;br /&gt;
* The [[#The Beacons of Wintermark|Beacons of Wintermark]] are a unique wonder that [[Starting_at_the_end#Towers_of_Fire|helps defend]] the territory.&lt;br /&gt;
* Due to the presence of the [[Hahnmark#The_Dunsfall_Sinkhole|sinkhole]] in [[#Wood Heath|Wood Heath]] it is not possible for a [[Army|campaign army]] to move directly between Hahnmark and Miaren despite their apparent proximity on the map.&lt;br /&gt;
[[Category:Wintermark]]&lt;br /&gt;
[[Category:Gazetteer]][[Category:Imperial Territory]]&lt;br /&gt;
&lt;br /&gt;
{{anchor|Theodric Mooting}}&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Theodric Mooting, Hero of Hahnmark&#039;&#039;&#039;&amp;lt;br&amp;gt;One of the great heroes of the Steinr people, Theodric Mooting was born in Valasmark some time before the foundation of the Empire. A talented [[Wintermark_culture_and_customs#Art_and_history|scop]] from an early age, he was famous not only for his beautiful singing voice but also for his good heart and willingness to see the best in people. He quickly learned all the lessons his master had to teach him, and went on a great pilgrimage around Wintermark visiting halls across the nation to study with the scholars, musicians, and poets among his people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A proud Steinr, he was never afraid to get his hands dirty - while he would often repay the hospitality of his hosts with music and poetry during the evenings, he spent his days sparring with their warriors, teaching their children, and working in their fields. A competent warrior, he [[Wintermark_military_concerns#Banner-bearers|bore banners into battle]] against [[Jotun]], [[Feni]], and [[the Marches|Marchers]] with equal enthusiasm.&lt;br /&gt;
&lt;br /&gt;
The most famous tale about Theodric involves the bloody enmity between two rival generals in [[#Kronemark|Kronemark]] - the thane of Geranshal and her distant cousin the thane of Eilashal. Queen Linna called the two together to settle their differences but matters quickly escalated out of control - neither of the well-loved heroes could abide that the other drew breath. Blades were drawn by the thanes and the warriors from their halls. For a moment it seemed like the Queen&#039;s hospitality would be cast aside and the blood of one hero or another spilled in her hall, with potentially disastrous consequences for Hahnmark.&lt;br /&gt;
&lt;br /&gt;
Before the first blow could be struck, Theodric stepped into the space between the feasting tables and began to sing. The Queen was quick to act - no fighting should take place while the scop sang. The two generals were forced to agree, and took the opportunity to prepare for the fight to come. To their surprise, however, Theodric sang for three days and three nights straight without faltering or repeating himself once. He moved the warriors to weeping for their own foolishness, and still he did not stop until exhaustion had claimed every other person in the Queen&#039;s hall - by which time cooler heads had prevailed. Over the next several days the thane of Gernashal and the thane of Eilsashal were able to settle their differences and, according to the stories, became close friends who fought beside each other on many battles.&lt;br /&gt;
&lt;br /&gt;
Theodric is also known to have travelled for a time with the Dawnish exemplar [[Elayne Silverlark]] and her companion Lord Endric. The priests of Wintermark say that he taught her much about heroism, and just as much again about the proud arts of the scop. When she returned at last to Dawn, she took many of his songs and tales with her and paved the way for a better understanding between her people and the people of the Mark. For his part, Theodric is said to have learned to play several instruments previously unknown in Wintermark, and introduced several of them to his fellow scops as he continued his travels around Wintermark.&lt;br /&gt;
&lt;br /&gt;
The scop himself lived to a ripe old age, and decided shortly after his seventieth birthday to head north and &amp;quot;explore Sydanjaa - to finally find out what rests at the heart of the eternal storm.&amp;quot;&amp;lt;/box&amp;gt;&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Guardian_of_Dunfrith&amp;diff=145970</id>
		<title>Guardian of Dunfrith</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Guardian_of_Dunfrith&amp;diff=145970"/>
		<updated>2026-10-04T13:49:11Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Responsibilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Dunfrith was [[Construct_Dunfrith|commissioned]] by the [[Civilian Commissioner]] of [[Wintermark]] in Autumn 380YE. Construction of Dunfrith (a name meaning &amp;quot;forest of Dun&amp;quot; in an obscure Wintermark dialect) was completed shortly after the 380YE Autumn Equinox. &lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Guardian of Dunfrith has no particular responsibilities; they simply receive a bounty of herbs from Dunfrith in [[Hahnmark#Wood_Heath|Wood Heath]]. If Dunfrith were to be threatened in any way, it would be the responsibility of the Guardian to deal with those threats - it is also their responsibility to deal with any [[opportunity]] related to the sinecure.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Bounty of the Guardian===&lt;br /&gt;
The Guardian receives custodianship of a [[sinecure]]. They receive an income of herbs each season: five doses each of [[Bladeroot]], [[True Vervain]], and [[Marrowort]]; four doses of [[Imperial Roseweald]]; and two doses of [[Cerulean Mazzarine]]. Bladeroot and True Vervain prosper in the northern hills, and the glade set aside for the production of Marrowort supports a fine crop, but the gardeners struggle to maintain more than a few patches of Cerulean Mazzarine in the chilly climate.&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Guardian of Drunfirth is appointed by unanimous decision of the [[Wintermark]] [[senator|senators]]. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Senate]] instead.&lt;br /&gt;
&lt;br /&gt;
The title can be held by a Wintermark citizen. The Guardian has [[tenure]], and serves until they die or step down. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Wintermark [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
==Dunfirth==&lt;br /&gt;
The foresters of [[Hahnmark#Woodhall|Woodhall]] in the southernmost reaches of [[Hahnmark]] created several glades in the woodlands near Dunhearth Hall. The glades were positioned to allow the cultivation of all five of the magical [[herbs]]. Much of the work creating the sinecure was overseen by Ham, son of Brigantia, son of Frecki and of Bruin, lead apothecary of Dunhearth and descendant of the Great Dun, apprentice of Wise Rangara and Saviour of Holberg, &amp;quot;with the authority of the Great Thane, Tobrytan Dunning&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
One of the glades, the southernmost of the five, was cleared over an old battleground where the people of Dunhearth fought the [[Feni]] in past centuries - the harvest of [[marrowort]] is particularly strong here although there have been a few (unconfirmed) reports of unsettled spirits in the vicinity since the herb garden was established.&lt;br /&gt;
&lt;br /&gt;
In Summer 381YE, a [[Rocks_and_gravel|natural disaster]] claimed parts of south-eastern [[Hahnmark]]. The opening of [[Delver_of_the_Depths#Lorenzo.27s_Deep_Pockets|Lorenzo&#039;s Deep Pockets]] (as the sinkhole is known) stopped just short of consuming the entire forest of Dunfirth. Today the herb glades stand on the north-western lip of the great crater, not far from [[Caretaker_of_New_Dunhall#New_Dunhall|New Dunhall]].&lt;br /&gt;
{{RecentElections|Guardian_of_Dunfrith}}&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
[[Category:Wintermark]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Grimnir_of_Wittal_Grove&amp;diff=145969</id>
		<title>Grimnir of Wittal Grove</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Grimnir_of_Wittal_Grove&amp;diff=145969"/>
		<updated>2026-10-04T13:37:44Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Bounty of the Marshes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Grimnir of Wittal Grove is an [[Imperial title]] awarded to a [[Wintermark]] citizen. The motion to construct the Healing House of Wittal Grove was [[Construct Healing House of Wittal Grove|passed]] by the Imperial Senate during the Winter Solstice 383YE following an opportunity [[All_lift_together#Deep_in_the_marshes_of_Kallavesa|presented]] by &#039;&#039;Elina of Redleaf&#039;s Hall&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Grimnir of Wittal Grove is expected to oversee the Healing House of Wittal Grove. They have a responsibility to purchase surplus herbs from the grimnir who visit and to allow the herbalists of Kallavesa to respond to the needs of the heroes of Wintermark. If the Healing House of Wittal Grove were to be threatened in any way, however, it would be the responsibility of the Grimnir to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Power==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Herbs&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18 random [[herb|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;33 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;50 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;67 random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===Ministry===&lt;br /&gt;
As a [[ministry]], the title of Grimnir of Wittal Grove allows the holder to purchase quantities of [[herb|herbs]] at a set price. The Grimnir spends their money and makes their choices during downtime from their character page. Money is removed from, and herbs are placed into, the character&#039;s inventory when the downtime is processed.&lt;br /&gt;
&lt;br /&gt;
===Bounty of the Marshes===&lt;br /&gt;
The Healing House of Wittal Grove is also a [[great work]] that provides herbs to every [[herb garden]] in [[Kallavesa]] owned by a citizen of Wintermark. As standard, this is a selection of random herbs however, the Grimnir of Wittal Grove can make an announcement in the Imperial Senate to indicate which variety of herb they wish the herb masters to focus on. The Grimnir of Wittal Grove only needs to make an announcement to change the herb, either to a specific type or to return to no particular herbal focus.&lt;br /&gt;
&lt;br /&gt;
No voting is possible by the Senate at this point, as the power has been delegated to the Grimnir of Wittal Grove. The [[Synod]] may, however, choose to exercise their [[veto]] over the Grimnir&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
This title is appointed during the Winter Solstice by unanimous decision of the [[senator|senators]] of [[Wintermark]]. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Senate]] instead. The position of Grimnir of Wittal Grove is intended specifically to be held by a [[Wintermark_military_concerns#Grimnir|grimnir]]. Though there is no legal requirement for such a position, the halls who supported the construction are expected to withdraw support if anyone other than a grimnir is elected to the position.&lt;br /&gt;
&lt;br /&gt;
The title can be held by a citizen of Wintermark. The Grimnir can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Wintermark [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{RecentElections|Grimnir_of_Wittal_Grove}}&lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
[[Category:Wintermark]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gatekeeper_of_Falling_Snow&amp;diff=145968</id>
		<title>Gatekeeper of Falling Snow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gatekeeper_of_Falling_Snow&amp;diff=145968"/>
		<updated>2026-10-04T13:18:13Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Cerulean Bounty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Meager hot spring.jpg|align=right|width=400|title=The photograph actually shows one of the hot springs found on Mount Meager, in the Coast Mountains of southwestern British Columbia, Canada.|caption=Steam rises from the hot springs as snow drifts gently down.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Garden of Falling Snow was [[commission|commissioned]] by a [[Construct Garden of Falling Snow|motion]] of the [[Senate]] in Summer 379YE. Construction of the Garden of Falling snow was completed shortly before the 379YE Autumn Equinox. &lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Gatekeeper has no particular responsibilities; they simply receive a bounty of herbs from the [[#The Garden of Falling Snow|Garden of Falling Snow]] in [[Hahnmark]]. If the Garden were to be threatened in any way, it would be the responsibility of the Gatekeeper to deal with those threats.&lt;br /&gt;
==Powers==&lt;br /&gt;
===Cerulean Bounty===&lt;br /&gt;
__TOC__&lt;br /&gt;
The Gatekeeper receives custodianship of a [[sinecure]] and receives an income of 12 doses of cerulean mazzarine each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Gatekeeper of Falling Snow is appointed by unanimous decision of the [[Wintermark]] [[senator|senators]]. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Senate]] instead.&lt;br /&gt;
&lt;br /&gt;
The title can be held by a Wintermark citizen. The Gatekeeper has [[tenure]], and serves until they die or step down. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Wintermark [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{CaptionedImage|file=Cerulean Mazzarine.jpg|align=left|width=200|caption=Cerulean mazzarine requires extra&amp;lt;br/&amp;gt;effort to cultivate in the cold north.}}&lt;br /&gt;
&lt;br /&gt;
==The Garden of Falling Snow==&lt;br /&gt;
The Garden is constructed around a series of hot springs in a high-altitude valley in [[Hahnmark#Kalpamark|Kalpamark]]. Cerulean mazzarine does not prosper in the northern Empire, being more suited to the warmer climes around the Bay of Catazar. The hot springs, however, provide the warmth required to cultivate large quantities of the herb. Still, the delicate plants require regular tending and careful monitoring by a small cadre of predominantly [[Kallavesi]] gardeners, wise in the ways of herb lore. They also carefully protect the herb gardens from animals drawn to the warmth of the hot springs who might otherwise damage the cerulean mazzarine. For the most part, though, they have plenty of time to dedicate to personal [[mystic]] pursuits - indeed parts of the area set aside specifically to allow gardeners and visitors to enjoy open air bathing. Floating in a pool of hot water, watching the snow gently fall, is said to be particularly effective in allowing a mystic to achieve a meditative state.&lt;br /&gt;
&lt;br /&gt;
{{RecentElections|Gatekeeper_of_Falling_Snow}}&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
[[Category:Wintermark]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Signs_of_Isenbrad&amp;diff=145967</id>
		<title>Signs of Isenbrad</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Signs_of_Isenbrad&amp;diff=145967"/>
		<updated>2026-10-03T22:16:01Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Isenbrad Tales */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:History]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jared of the Suns of Couros Lepidean Librarian&amp;quot;&amp;gt; ...instruct the university to research into the life and signs of Isenbrad, the Steinr runesmith and paragon of Wisdom. The caves under their forge have been consecrated to Wisdom with true liao and it is time to pilgrims of Wisdom know more about this shining example of Wisdom.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In Summer 385YE, the Lepidean Librarian asked the Library to research the life and [[Signs of the paragon and exemplar|signs]] of [[Isenbrad]]. Given Isenbrad&#039;s focus and importance in the north, the Library asked, Marko Siwarsbairn, of the Department of Historical Research, to undertake this task, on behalf of the library. &lt;br /&gt;
&lt;br /&gt;
Often, researchers start with a reasonably obscure target - known to scholars, perhaps, but not to the everyday souls of the Empire. Not so with Isenbrad, who is a subject of stories long and varied, too many to list. “Isenbrad tales” are a common form of folk tale, found across the Empire — especially in its north-western parts — and featuring certain key elements. They have somewhat fallen out of fashion in recent times, but the documentary and oral evidence that Marko was able to uncover suggests this is quite normal, part of the general ebb and flow of time and memory.&lt;br /&gt;
&lt;br /&gt;
==Isenbrad Tales==&lt;br /&gt;
In many tales, Isenbrad is not the main character or protagonist. Sometimes, he is a close ally and friend to the protagonist, as in “The Saga of Godric Trollbane”, an epic scop’s poem (which itself has many variations) recounting Godric&#039;s quest beyond the Silver Peaks to defeat a troll, armed with weapons forged by Isenbrad. Often Isenbrad is an incidental but crucial figure: a wise mentor, a stranger on the road who offers choice words of advice, a learned master of the crafter’s arts that the protagonist seeks out, that sort of thing.&lt;br /&gt;
&lt;br /&gt;
Those tales that do feature Isenbrad often present a humble story of the smith learning his craft or imparting his learning to the next generation. The idea of Wisdom, especially cleverness, is very apparent. While Isenbrad is often considered to be the epitome of the Steinr tradition, every icewalker would recognise themselves in the story of Isenbrad and the Empty Space. In this story, Isenbrad tricks a short-sighted troll into believing he is a servant of the Lady of the Loom in order to learn the art of working star-metal from them. The troll demands Isenbrad answer three riddles, the first one Isenbrad answers easily, the second he learns the answer to by listening to the troll talking in its sleep but the third he cannot answer. Instead he provides the troll with a riddle of his own and promises to bring him the answer by next dawn. Thus it repeats for a year and a day, with Isenbrad creating a new riddle the troll cannot answer every morning. Eventually he gains the mastery he seeks, leaving the third riddle unanswered.&lt;br /&gt;
&lt;br /&gt;
In most of the more famous tales of Isenbrad, he offers advice and counsel. Even beyond his skill as an artisan — Isenbrad&#039;s greatest quality is usually portrayed as his sage advice or wise insight. In some tales, this advice is explicit, the tale a fable constructed around this wisdom. In others, the advice is not stated, but implicit: the emphasis is on the act of giving advice, not on the advice itself. In some esoteric tales, found especially in the oral traditions of the Kallavesa marshes, Isenbrad’s advice is given, but it is cryptic: it is often understood by the characters of the tale but not by the listener. Some devotees of the paragon study these mysteries and meditate upon them. In an old, forgotten library in the Necropolis, I found fragments of a work entitled “Turning The Stone: The Riddles of Isenbrad”: this esoteric piece of poetry claims to compile many of the more cryptic pieces of Isenbrad advice that I have found in other works, and seems to have been the work of an obscure Highborn chapter known as the Apprentices of Innermost Wisdom.&lt;br /&gt;
&lt;br /&gt;
Isenbrad was probably a terse man of few words. He rarely speaks in the stories, outside of his famous advice. When he does speak, the speech is often reported — “Isenbrad said to the crowd that they ought to depart to their homes” — rather than directly quoted.&lt;br /&gt;
&lt;br /&gt;
Stories of Isenbrad often comment about how plain his appearance was. We know he was short and stocky with rough-hair and thickset eyebrows. Descriptions about him that describe how intelligent and wise he was often note how unremarkable he appears at first glance. Isenbrad seems to have been aware of this himself, there are a few tales in which he appears to have made self-deprecating comments about his appearance. The tale of the Black Parador, features a young Freeborn woman who runs away from her family to become a blacksmith who admires a smith from the north who teaches her the art of runes that states &amp;quot;Isenbrad would joke that he was most pleasing to the eye when covered in the dirt of the forge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In some stories he is explicitly described as “a friend to orcs and humans alike”. While his involvement in the conflict with the trolls is well-attested, he appears to have otherwise given his advice and worked his art for orcs and humans. There are many Winterfolk tales in which the smith helps save a hall by appearing at the darkest hour to help their smith fashion weapons for the people to fight off an attack by orcs. But even in tales of the Winterfolk, he is not always described as being a foe of the Jotun: indeed, in some, he studies with a Jotun smith as an apprentice.&lt;br /&gt;
&lt;br /&gt;
Some of the orcs who now dwell in the Marches, who were once thralls of the Jotun recognised the figure of Isenbrad, and relayed tales they had heard of a wyrd-faced human who came from the east long ago. According to them, this figure outwits the Jotun smith, Arna Karlsdottir, and steals the lore of the runes from her. Curiously, the stories don&#039;t seem to despise Isenbrad for this: they refer to him defeating the Jotun in a battle of wits because he was &amp;quot;touched by Raðljóst&amp;quot;. They do not regard him as someone of honour but nevertheless there is a grudging respect present in the stories.&lt;br /&gt;
&lt;br /&gt;
The thralls also told tales of the same human smith helping the Jotun to arm themselves against a coming threat. It is not clear why Isenbrad would do this, though there are long periods in the past when Wintermark was at peace with the Jotun, which might explain it. There are parallel tales in Wintermark, in which he is portrayed in story after story playing a key role in battles with enemies of the Winterfolk. He appears at the darkest hour to provide crucial insight to a thane before he deploys his warriors for battle, helping icewalkers defeat some evil magic of their enemies, or showing a maggot how to find an important treasure.&lt;br /&gt;
&lt;br /&gt;
Isenbrad was clearly a master of rune lore. There are tales appear to contradict each other on whether he created the runes. There are accounts in which he invents the runes but others where he is simply said to &amp;quot;perfect&amp;quot; the runes having learned the art from others. There are known to be items that are now marked with runes that are older than the tales of Isenbrad which would tend to imply he did not actually create them.&lt;br /&gt;
&lt;br /&gt;
What is not in doubt is that he was foundational to the Steinr’s mastery of the art of runic crafting and that he spread knowledge of the runes across the Empire. Tales of Isenbrad are most common across the north, but he appears to have travelled widely and shared his knowledge freely with those he encountered. There are stories of a wise smith who shares knowledge of the runes in every nation in the Empire, all of whom name him as Isenbrad or describe him as a plain-faced smith from the north.&lt;br /&gt;
&lt;br /&gt;
Sometimes the advice he gives might be, say, pithy romantic wisdom (as in the Dawnish ballad The Knight Who Sought The Chimera-Heart, in which Isenbrad appears), but it is often illustrated by analogy to or with reference to the runes. (In that tale, the close resemblance between Yoorn and Ull is used to illustrate a point about the way that the end of one relationship creates the infinite potential of the heart that seeks new love.)&lt;br /&gt;
&lt;br /&gt;
==A Typical Tale==&lt;br /&gt;
What follows is a fairly typical Isenbrad Tale: this one in particular I heard from an old Marcher of the Mournwold, who said that his grandmother used to tell it to him.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
There was in a town, many years ago, a certain alder, an innkeeper, whose name was Walter Dyer. Now, Walter had a daughter, Hilda Forge, who was a shrewd blacksmith. So it was that Walter was proud of his daughter and her cunning ways. Nothing wrong with that, except Walter fancied himself something of a scholar himself, and an orator, and more besides, and would fill up his days saying many words and nothing, from behind his bar, and always boasting of his daughter and her exceptional skill and brilliant cunning, and how none could teach her anything about the art of smithing for she knew it all.&lt;br /&gt;
&lt;br /&gt;
Hilda loved her father, but she didn&#039;t so much love this boasting, for she knew that empty words fill rotten casks and as skilled as she was at the forge, she knew there was still much to learn. What she desired more than anything was to find someone who teach her more, but having long ago finished her first apprenticeship, and completed her masterwork, there was none left in the Marches who could help her. &lt;br /&gt;
&lt;br /&gt;
So it was that she decided to set a competition, advertised at her father&#039;s inn, and news of it was cast about near and far, travelling as it did along the trods that went their way across the land. She said that she was making a piece unlike any other, and that what she promised was the one who could offer the wisest criticism would earn her loyal service in apprenticeship.&lt;br /&gt;
&lt;br /&gt;
What it was that she made I couldn&#039;t say. Some say that it was a sword so sharp it could cleave the spirit in twain. Some say it was an intricate mechanism designed to keep time so well it would trap spare seconds within its gears. Some say it was a simple wooden club. Whatever it was, it was a fine, fine piece indeed. You can bet that Walter Dyer offered many thoughts on it, fiercely proud as he was of his daughter&#039;s work, so that many were too scared to offer any words of criticism at all, lest they face his wrath. But there were masters in the world, and they found their way to that town to look upon the work of Hilda Forge and offer up their words.&lt;br /&gt;
&lt;br /&gt;
One, she was a brilliant artisan from Urizen. She talked at length about the form and function of Hilda&#039;s piece: how it had much to commend it, how it held each ratio in near perfection, but how the geometries were not in true accordance with the most perfect geometries of the human body, and so, over time, it would wear down the user to a stub.&lt;br /&gt;
&lt;br /&gt;
Well, it was a fine criticism, but it took awfully long to deliver. Hilda hummed and hawed and sent that certain master of the spires away. She knew that she would grow better under her tutelage. Yet, yet, she knew that this was not the wisdom she sought. She waited.&lt;br /&gt;
&lt;br /&gt;
In time there came a second master of craft, who hailed from Casinea. He spoke of virtue, of its expression in craft, and on this he had much and more to say, onwards and onwards. &amp;quot;Is this truly what mastery means?&amp;quot;, thought Hilda? &amp;quot;To grow so in love with your own thoughts?&amp;quot; She began to doubt that she was on the right path. And this happened again, and again. Each time each master identified something that was certainly a flaw in her work, certainly something that taught her something: but each time she was struck by the thought that in teaching her they were doing something more for themselves than any other.&lt;br /&gt;
&lt;br /&gt;
Then finally there came a strange-faced man from the north, a master-smith there came, ice-forged his tools he came, Isenbrad his name he came. He walked into her workshop, picked up the piece, looked at it, turned it over and over - but where others had launched into their theories and hypotheses, that man of the north remained silent. Finally, after an age, he put down the piece. He picked up a piece of drafting-chalk from the workshop, and went to the wall. On the wall he drew four runes. I can&#039;t tell you what runes they were. If you know, you know, it&#039;s said: to know the four runes of Hilda Forge is to understand the crafting art beyond all measure. Nevertheless she looked at these four runes - or was it five, for they say the Unnamed rune was also there upon the wall - and saw within their form and contrast the perfect critique of her work. There, in all its simplicity, was the wisdom she had sought.&lt;br /&gt;
&lt;br /&gt;
Well, she picked up a hammer and chisel and worked her piece, and in the end it didn&#039;t take so long until she had finished the changes that she now knew were needed: small changes, nothing fancy, but it made it so much better, whatever it was. Anyway, she turned to the strange-faced man, looked him square in his eye, and said, will you take me, then, as your apprenticeship, until I&#039;ve learnt from you all I can? The man nodded, and he told her that she would be his apprentice &amp;quot;until the ice melts on the Kalpamark.”&lt;br /&gt;
&lt;br /&gt;
That, then, was the day Hilda Forge left, to follow the stranger with his odd brow and his runic hammer and his wisdom clear as ice. It&#039;s said that she never did return, and what happened to her I couldn&#039;t say, but I like to think that she found something else to learn until the day she died: and that man of the north he never did, for Wisdom is eternal. Walter Dyer grieved his daughter&#039;s journey in sorrow, but her workshop he kept, and it&#039;s said that the wall on which those runes were drawn still stands. And maybe the next time someone came to the inn, he waxed less lyrical - instead, he would take them to the workshop, and there they&#039;d look at the chalk marks, in silence, and see the truth that lay within. That&#039;s what I heard, anyway.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attempts to find the “wall” in question, came up short. There were many who knew the tale and claimed to know where it had happened. There are nine small hamlets and villages across Upwold which claim to have “Hilda’s Wall”. Most of them are near Ashill, but all of them have a different set of four runes carved on them, with no sense or pattern to any of them. It is impossible to tell if there is a historical truth to this at all, or whether it is simply myth.&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
Getting any kind of actual biography is nearly impossible due to Isenbrad&#039;s great age but he was definitely born after the foundation of modern Wintermark, when Hahnmark. Sermersuaq, and Kallavesa joined into a single nation. Most stories of Isenbrad have a timeless quality, but there a pair of tales in which the smith appears to offer council to the Wintermark king. In each, the price he requires for his aid is the Crown of Three Tears. When the offer is refused, the smith gives his help anyway, but leaves before the sun rises at which point disaster follows. It is possible that the two tales are actually one incident, they feature common elements and a common structure but the names of the two monarchs are different. &lt;br /&gt;
&lt;br /&gt;
He seems to have lived somewhere in what is today the Hahnmark for many years, which is the place the greatest diversity and number of Isenbrad tales are found, but he travelled often: in many, many tales, he is encountered at a wayside inn (accordingly, he is also a popular appearance in many Navarri narratives!) During his life, he probably took apprentices, though there is some evidence that the tradition of actually publicly declaring oneself an Apprentice of Isenbrad started after his death, as a way of declaring yourself a devotee of the tradition of shrewd counsel and deft craft that he exemplified.&lt;br /&gt;
&lt;br /&gt;
After Isenbrad died, one such apprentice discovered that their aura contained the rune [[Irremais]]. Nobody is certain how that happened, or when it happened, but it had certainly never been noticed before. A group of Kallavesi mystics made a point of seeking out other individuals who were known to have received wisdom or advice from Isenbrad and discovered that they also had the rune Irremais in their aura. As far as anyone can tell, their auras were marked by the rune at the point of Isenbrad&#039;s death. Obviously, it is not possible to create such a mark with the rite of Testimony.&lt;br /&gt;
&lt;br /&gt;
Every story is very clear that Isenbrad&#039;s body was interred in the Sovevann. Eye-witness accounts of this happening describe powerful people from all over Wintermark coming to the Sovevann to pay their respects to the wise smith by witnessing this final act. There are records in Kalpaheim describing arrangements for the Queen of Wintermark, Queen Gytha, and her entourage to travel to the Sovevann to &amp;quot;be present for the passing of the great smith, Isenbrad the Rune Scribe&amp;quot;. He appears to have died peacefully in his bed of old age, and been interred in the swamp with all due dignity that Wintermark accords to the greatest of its heroes.&lt;br /&gt;
&lt;br /&gt;
==The Signs==&lt;br /&gt;
To summarise his signs, then:&lt;br /&gt;
&lt;br /&gt;
Liberation: No-one has ever had a past life vision of being Isenbrad although there are visions in which Isenbrad appears to speak with others. On one occasion, a visionary was discovered to have Irremais in their aura after encountering the smith in a past life vision.&lt;br /&gt;
&lt;br /&gt;
Benevolence: Isenbrad&#039;s generosity is a recurrent theme in story after story. In some tales he asks a power figures like a king or an earl to provide something of great significance in return for Isenbrad&#039;s help, but if that request was refused he invariably provides the aid anyway (though these stories often end badly for the ruler). Those without power or status are invariably given his aid freely and his spirit of cooperation was relentless. He is always seen as a Benevolent figure in his tales, one who dispenses crucial Wisdom and counsel to those who most need it.&lt;br /&gt;
&lt;br /&gt;
Inspiration: comes from people asking “what would Isenbrad have done”, and from the tales that many authors write about him to this day. It is understood that they may not have truly happened, of course - the point of an Isenbrad tale is to inspire some form of wisdom in the listener, though, and in this sense his inspiration shines.&lt;br /&gt;
&lt;br /&gt;
Miracles: The most common miracle attributed to him is the forging of weapons from ice. In some versions of this he merely used ice in the forging of weapons. However there are a dozen different stories of Isenbrad appearing at the darkest hour to give people aid to defend themselves against some terrible threat, usually orcs, in which he finds miraculous ways to aid them. In one story he takes them to a played-out mine and they discover new seams of metal, but in most of these stories he fashions weapons from ice, and then marks them with runes to make them strong enough to use in battle. The weapons invariably melt, but not til after the battle is won. &lt;br /&gt;
&lt;br /&gt;
Many have claimed that he possessed a miraculous understanding of the magic of runes. It was his intuitive grasp of the inner mysteries of the runes, through which he could work feats never seen since. In many tales, he uses combinations of runes: it is quite rare for a smith or magic-worker to use runes in pairs, and certainly never in triplets: while one might invoke them in sequence, one rarely does so simultaneously, and this is generally regarded as foolish. Yet in many tales he is attested to have done this. It is possible he perceived a higher meaning in the runes that no other shared in: this is surely a miracle no less than the forging of a weapon from ice.&lt;br /&gt;
&lt;br /&gt;
Pilgrimage: There is no doubt of any kind that Isenbrad wandered the Empire both learning from the wise and in turn dispensing Wisdom to all who needed it. There is an account of Isenbrad coming to Bastion. That story focuses on him aiding a baker by carving a rune into their oven to allow them to bake enough loaves to feed an army of cataphracts. It makes no mention of the Way but it is hard to imagine that someone so learned and Wise would not have engaged in conversation with priests on spiritual matters. Regardless, his journeys around the Empire, clearly constitute a pilgrimage.&lt;br /&gt;
&lt;br /&gt;
Legacy: The runes are Isenbrad&#039;s legacy. Though they are literally carved on the walls of Runegrott, a place of great power left behind after his death, it is the runic tradition itself that is his true legacy. This is unambiguous and quite clear, regardless of whether he discovered the runes or learned of them from others. Without Isenbrad, study of the runes would be the preserve of obscure scholars, or perhaps they would simply be entirely unknown.&lt;br /&gt;
&lt;br /&gt;
Salvation: His sign of Salvation is the way in which he spread Wisdom everywhere he travelled, teaching people not to bow to tradition, never to accept the inevitable and to be constantly searching for new ways to accomplish things. He is the reason that Wisdom stands proudly amongst the traits of the archetypal hero in the Mark, and he promoted Wisdom across the Empire. In this sense he has surely brought many to virtue.&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Churnspire_Adjutor&amp;diff=145962</id>
		<title>Churnspire Adjutor</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Churnspire_Adjutor&amp;diff=145962"/>
		<updated>2026-10-03T15:47:36Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Churnspire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Title]] [[Category:Urizen]]&lt;br /&gt;
{{CaptionedImage|file=MeraudArt.jpg|align=right|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Churnspire Adjutor is an [[Urizen]] [[Imperial title]] [[384YE_Spring_Equinox_Senate_sessions#Construct_Churnspire|commissioned]] during the Spring Equinox 384YE. The initial plans for the Churnspire were [[The_Net_of_the_Realms#A_Spire_for_Summer|provided]] by Megaris of Glowspire.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Churnspire Adjutor has no particular responsibilities; they simply receive a set of regalia each year, and a bounty of golden apples each season from [[Meraud]]. If the Churnspire were to be threatened in any way, it would be the responsibility of the Adjutor to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Gift of the Enchanter===&lt;br /&gt;
The Adjutor gains custodianship of a [[sinecure]]. They receive an income of four [[Vis#Golden_Apples|golden apples]] each season as a gift from Meraud.&lt;br /&gt;
&lt;br /&gt;
===Regalia of the Adjutor===&lt;br /&gt;
The Churnspire Adjutor receives a set of regalia from the &#039;&#039;Golden Magician&#039;&#039; in the form of the [[#Tempestuous Orb|Tempestuous Orb]], the [[#Staff of Storms|Staff of Storms]], and the [[#Mask of the Geyser|Mask of the Geyser]]. The regalia is imbued by Meraud just before each Summer Solstice. The regalia is legally the property of the Churnspire Adjutor. If the Adjutor were to step down or be revoked then the items should be given to the new Adjutor with all appropriate haste.&lt;br /&gt;
__TOC__&lt;br /&gt;
====Tempestuous Orb====&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Paraphernalia. Takes the form of a piece of ritual [[Magic_items#Paraphernalia|paraphernalia]]. The item must be present in the ritual to use its magical properties.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Members of the coven who are performing a Summer ritual of magnitude 30 or higher may use [[Materials#Orichalcum|orichalcum]], [[Materials#Tempest Jade|tempest jade]] or [[Materials#Green Iron|green iron]] in place of crystal mana. Every two measures of suitable materials spent count as one crystal mana.&lt;br /&gt;
====Staff of Storms====&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Weapon. Takes the form of a [[Magic_items#Weapons|ritual staff]]. You must be holding this item in hand to use its magical properties.&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; You must have the [[magical skills#Magician|magician]] skill to bond to this item.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Gain two ranks of Summer Lore, when casting a ritual of magnitude 40 or higher subject to the [[Realm_Lore#Gaining_additional_ranks|normal rules for effective skill]].&lt;br /&gt;
====Mask of the Geyser====&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Talisman. Takes the form of a [[Magic_items#Talismans|ritual focus]]. You must be wearing this item or holding it in hand to use its magical properties.&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; You must have the [[magical skills#Magician|magician]] skill to bond to this item.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Gain 3 ranks for the [[Golden Ramparts]] and [[From the Mouths of Babes]] rituals, subject to the [[Realm_Lore#Gaining_additional_ranks|normal rules for effective skill]]. When contributing to a performance of these rituals, you may choose to substitute  [[Materials#Orichalcum|orichalcum]] or [[Materials#Tempest Jade|tempest jade]] for crystal mana. Every 2 measures of appropriate materials spent counts as 1 crystal mana, up to the normal limit determined by your effective rank of Summer lore. &lt;br /&gt;
==Appointment==&lt;br /&gt;
The Churnspire Adjutor is selected by unanimous decision of the [[Urizen]] [[senator|senators]] during the Summer Solstice. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Senate]] instead.&lt;br /&gt;
&lt;br /&gt;
The title can be held by any Urizen citizen. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Urizen [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Alexios9979.png|caption=Alexios, Churnspire Adjutor|align=left|width=250}}--&amp;gt;&lt;br /&gt;
==Churnspire==&lt;br /&gt;
The Churnspire was built with a solid foundation of [[white granite]], and the spire towers over the Churn, one of the most volatile geysers located in [[Morrow#Peregro|Peregro]]. The spire is largely dedicated to luxurious apartments for the Adjutor with art depicting a great tower looming over a shrouded lake common throughout. A small turret projects out and overlooks the geyser. The only way to access the turret is through a corridor inlaid with [[mithril]] which glistens during the hours of twilight.&lt;br /&gt;
{{RecentElections|Churnspire_Adjutor}}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
*[[The Net of the Realms]]&lt;br /&gt;
*[[Meraud]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chef_of_Sergio%27s&amp;diff=145961</id>
		<title>Chef of Sergio&#039;s</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chef_of_Sergio%27s&amp;diff=145961"/>
		<updated>2026-10-03T15:39:29Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Sergio&amp;#039;s Kitchen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Chef of Sergio&#039;s is an [[Imperial title]] awarded to a citizen of [[the League]]. The [[Construct Sergio&#039;s Kitchen|announcement]] to establish the restaurant was made by &#039;&#039;&#039;Lucrezia Corvinascura&#039;&#039;&#039;, as [[Chair of the Wolf]], in Winter 386YE. The Chef of Sergio&#039;s is responsible for ensuring the prosperity of the kitchenfolk of the city. Whilst Sarvos chose not to embrace its potential as the [[The_DOOM_that_came_to_Sarvos#The_City_of_Spices|City of Spices]], the city is still famous for the bewildering array of food and drink on offer.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Chef of Sergio&#039;s has a responsibility for ensuring the Prosperity of the kitchenfolk of the city of Sarvos. In addition, if Sergio&#039;s Kitchen, its workers, or its patrons were to be threatened in any way, it would be the responsibility of the Chef of Sergio&#039;s to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Profitable Delicacies===&lt;br /&gt;
The Chef of Sergio&#039;s has custodianship of a [[sinecure]]. Each season, they receive 216 rings in profits from the kitchen.&lt;br /&gt;
&lt;br /&gt;
==Appointment== &lt;br /&gt;
The Chef of Sergio&#039;s is a [[New_Imperial_titles#The_Imperial_Synod|national position]] appointed by unanimous decision of the senators of the League.&lt;br /&gt;
&lt;br /&gt;
The Chef of Sergio&#039;s has [[tenure]] and serves until they die or step down. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the League Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=FILE.png|caption=&#039;&#039;&#039;NAME&#039;&#039;&#039;,  Chef of Sergio&#039;s|align=left|width=400}}--&amp;gt;&lt;br /&gt;
{{RecentElections|Chef_of_Sergio%27s}}&lt;br /&gt;
==Sergio&#039;s Kitchen==&lt;br /&gt;
Tucked away in [[Sarvos]] where Cigno gives way to the reconstructed Caricomare, Sergio&#039;s Kitchen offers a sanctuary of elegance. Secreted down a dangerous-looking cobbled back alley, a deliberate detour from the main thoroughfare at the edge of the City of Masks, the entrance itself is a study in understated intimidation - a heavy, unadorned door beneath a single, stark plaque declaring simply, &amp;quot;SERGIO&#039;S.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The secluded interior was once a hideout for the city&#039;s less reputable figures, and later a bustling, if somewhat rough-around-the-edges, warehouse receiving shipments from the Sarvos docks, but the space has since been wholly revitalised. The layout is now subtly partitioned into a series of private booths, where heavy drapes hang between them, absorbing sound and creating individual islands of intimacy. Soft light spills from ornate sconces, casting long, gentle shadows that dance along golden silverware and the prisms of heavy glassware.&lt;br /&gt;
 &lt;br /&gt;
What began as a clandestine space for the owner to impress clients slowly bloomed into a poorly kept secret among wealthier citizens. It is not merely a meal served in Sergio&#039;s, but an experience: the freshest, most exquisite ingredients, transformed into a culinary delight infused with masterful technique and bold tradition. To secure a table at Sergio&#039;s is to gain access to a world of unforgettably exquisite taste.&lt;br /&gt;
 &lt;br /&gt;
At the forefront of Sergio’s Kitchen is the Executive Chef. They are the orchestrators of the restaurant’s success, their duties stretching from the meticulous design of ever-evolving menus that showcase the finest that Sarvos has to offer, to the careful management of a dedicated staff, and maintaining the restaurant’s financial ledgers with the same precision they employ in seasoning a delicate pasta sauce.&lt;br /&gt;
&lt;br /&gt;
==Funding==&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the list of contributions made to construct Sergio&#039;s Kitchen.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{CommissionProgress|Construct_Sergio%27s_Kitchen}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
[[Category:Title]] &lt;br /&gt;
[[Category:The League]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chatelaine_of_the_Reapers%27_Repose&amp;diff=145960</id>
		<title>Chatelaine of the Reapers&#039; Repose</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chatelaine_of_the_Reapers%27_Repose&amp;diff=145960"/>
		<updated>2026-10-03T15:37:10Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Reapers&amp;#039; Repose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
The Chatelaine of the Reapers&#039; Repose is an [[Imperial title]] awarded to a citizen of [[the League]]. The Reapers&#039; Repose was [[Construct_Reapers%27_Repose|commissioned]] by the Imperial Senate during the Autumn Equinox 384YE following an [[A_health_to_the_company#Restful_Isolation|opportunity]] presented by Sovia Lahm von Temeschwar. Work was completed on the [[#Reapers%27 Repose|Reapers&#039; Repose]] shortly before the Winter Solstice 384YE.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Chatelaine of the Reapers&#039; Repose has a number of responsibilities; to oversee the running of the Reapers&#039; Repose treatment centre, to provide virtuous counselling and therapeutic interventions to Imperial citizens, and to ensure that strict visitor-counsellor confidentiality is maintained. In addition if the Reapers&#039; Repose were to be threatened in any way, it would be the responsibility of the Chatelaine to deal with those threats.  Likewise, if any [[opportunity]] relating to the Repose presented itself, they would make any decisions needed to take advantage of it.&lt;br /&gt;
==Powers==&lt;br /&gt;
===Chatelaine&#039;s Profits===&lt;br /&gt;
The Chatelaine of the Reapers&#039; Repose receives a seasonal income of 2 thrones from the Reapers&#039; Repose, and 3 doses of [[Master_Medicinal#Tranquil_Nostrum|Tranquil Nostrum]] from the Emerald Magpie Guild.&lt;br /&gt;
&lt;br /&gt;
===Suite at the Repose===&lt;br /&gt;
The Chatelaine has a private suite within the Repose. These spacious chambers have been designed to ensure comfort and rest and allow the Chatelaine, or any of their friends or family, to recuperate and relax away from the hectic, competitive lifestyle of the League.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Chatelaine of the Reapers&#039; Repose is selected by unanimous decision of the [[the League|League]] [[senator|senators]]. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Senate]] instead.&lt;br /&gt;
&lt;br /&gt;
The title can be held by any League citizen. The Chatelaine has [[tenure]], and serves until they die or step down. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the League [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
==Reapers&#039; Repose==&lt;br /&gt;
The Repose is a proud palatial lodge in Locul, [[Temeschwar]], bearing the symbols of the Crimson Reaper Cartel; a red rose and green fern growing through a skull, and the Emerald Magpie Guild; a magpie in flight clutching vibrant green gemstone. There is a plaque above the grand entryway, flanked on either side by Butcher&#039;s Cleavers that reads &amp;quot;&#039;&#039;paid for and built by Laughlan vi Temeschwar, Quartermaster of the Crimson Reaper Cartel and Master of the Butcher&#039;s Bank&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The grounds are landscaped by the finest gardeners of [[Holberg]] and provide the idyllic setting to best takes advantage of the oasis of calm and serenity. Open-air pools of heated water allow those of unquiet spirit to meditate upon the cares that weighed them down in the company of their peers. A well-dressed staff, in the green of the Emerald Magpie Guild and with sashes of the red and black livery of the Crimson Reapers, are trained to support the advisors and physicks trained in the treatment of the mind and spirit who work to help everyone who visits.&lt;br /&gt;
{{RecentElections|Chatelaine_of_the_Reapers%27_Repose}} &lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
[[Category:The League]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chatelaine_of_the_Reapers%27_Repose&amp;diff=145959</id>
		<title>Chatelaine of the Reapers&#039; Repose</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chatelaine_of_the_Reapers%27_Repose&amp;diff=145959"/>
		<updated>2026-10-03T15:36:30Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Reapers&amp;#039; Repose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
The Chatelaine of the Reapers&#039; Repose is an [[Imperial title]] awarded to a citizen of [[the League]]. The Reapers&#039; Repose was [[Construct_Reapers%27_Repose|commissioned]] by the Imperial Senate during the Autumn Equinox 384YE following an [[A_health_to_the_company#Restful_Isolation|opportunity]] presented by Sovia Lahm von Temeschwar. Work was completed on the [[#Reapers%27 Repose|Reapers&#039; Repose]] shortly before the Winter Solstice 384YE.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Chatelaine of the Reapers&#039; Repose has a number of responsibilities; to oversee the running of the Reapers&#039; Repose treatment centre, to provide virtuous counselling and therapeutic interventions to Imperial citizens, and to ensure that strict visitor-counsellor confidentiality is maintained. In addition if the Reapers&#039; Repose were to be threatened in any way, it would be the responsibility of the Chatelaine to deal with those threats.  Likewise, if any [[opportunity]] relating to the Repose presented itself, they would make any decisions needed to take advantage of it.&lt;br /&gt;
==Powers==&lt;br /&gt;
===Chatelaine&#039;s Profits===&lt;br /&gt;
The Chatelaine of the Reapers&#039; Repose receives a seasonal income of 2 thrones from the Reapers&#039; Repose, and 3 doses of [[Master_Medicinal#Tranquil_Nostrum|Tranquil Nostrum]] from the Emerald Magpie Guild.&lt;br /&gt;
&lt;br /&gt;
===Suite at the Repose===&lt;br /&gt;
The Chatelaine has a private suite within the Repose. These spacious chambers have been designed to ensure comfort and rest and allow the Chatelaine, or any of their friends or family, to recuperate and relax away from the hectic, competitive lifestyle of the League.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Chatelaine of the Reapers&#039; Repose is selected by unanimous decision of the [[the League|League]] [[senator|senators]]. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Senate]] instead.&lt;br /&gt;
&lt;br /&gt;
The title can be held by any League citizen. The Chatelaine has [[tenure]], and serves until they die or step down. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the League [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
==Reapers&#039; Repose==&lt;br /&gt;
The Repose is a proud palatial lodge in Melfort, [[Temeschwar]], bearing the symbols of the Crimson Reaper Cartel; a red rose and green fern growing through a skull, and the Emerald Magpie Guild; a magpie in flight clutching vibrant green gemstone. There is a plaque above the grand entryway, flanked on either side by Butcher&#039;s Cleavers that reads &amp;quot;&#039;&#039;paid for and built by Laughlan vi Temeschwar, Quartermaster of the Crimson Reaper Cartel and Master of the Butcher&#039;s Bank&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The grounds are landscaped by the finest gardeners of [[Holberg]] and provide the idyllic setting to best takes advantage of the oasis of calm and serenity. Open-air pools of heated water allow those of unquiet spirit to meditate upon the cares that weighed them down in the company of their peers. A well-dressed staff, in the green of the Emerald Magpie Guild and with sashes of the red and black livery of the Crimson Reapers, are trained to support the advisors and physicks trained in the treatment of the mind and spirit who work to help everyone who visits.&lt;br /&gt;
{{RecentElections|Chatelaine_of_the_Reapers%27_Repose}} &lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
[[Category:The League]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bailiff_of_the_Heath&amp;diff=145958</id>
		<title>Bailiff of the Heath</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bailiff_of_the_Heath&amp;diff=145958"/>
		<updated>2026-10-03T14:10:29Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Bailiff of the Heath is an [[Imperial title]] awarded to a citizen of [[the Marches]]. The commission of the Bounders Hall of Stockland was [[Construct Stockland Bounders Hall|passed]] by the Imperial Senate at the Summer Solstice 387YE. The Bailiff of the Heath is responsible for organising the defence of Stockland and, to a lesser extent [[Upwold]], from the depredations of thieves, vagrants and other ne’er-do-wells. The title was created as a result of an opportunity presented in the &#039;&#039;&#039;[[Kith_and_kin#Hard_Work|Kith and kin]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Bailiff of the Heath has a responsibility for organising the defence of Stockland, and to a lesser extent, Upwold. In addition, if the Bounders Hall of Stockland, or the bounders who use it, were to be threatened in any way, it would be the responsibility of the Bailiff to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Regular Income===&lt;br /&gt;
The Bailiff of the Heath gains custodianship of a [[sinecure]]. Each season, they receive 216 rings, partially as payment from the grateful farmers and traders of Stockland and its surrounds and partly as goods confiscated from defeated outlaws.&lt;br /&gt;
&lt;br /&gt;
==Appointment== &lt;br /&gt;
The Bailiff of the Heath is selected by unanimous decision of the [[Marches|Marcher]] [[senator|senators]] at the Spring Equinox. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Senate]] instead.&lt;br /&gt;
&lt;br /&gt;
The title can be held by any Marcher citizen. The Bailiff serves until the next scheduled election. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Marcher [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
{{RecentElections|Bailiff_of_the_Heath}}&lt;br /&gt;
[[Category:Title]][[Category:The Marches]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bailiff_of_Meade&amp;diff=145957</id>
		<title>Bailiff of Meade</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bailiff_of_Meade&amp;diff=145957"/>
		<updated>2026-10-03T13:55:36Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Bailiff of Meade is an [[Imperial title]] awarded to a citizen of [[the Marches]]. The commission of the Bounders Hall of Meade was [[Construct Bounders Hall of Meade|announced]] in the Imperial Senate by &#039;&#039;&#039;Protectorate Thenrik&#039;&#039;&#039;, as [[Legion Engineer]], at the Autumn Equinox 386YE. The Bailiff of Meade is responsible for organising the defence of Meade and, to a lesser extent [[Mitwold]], from the depredations of thieves, vagrants and other ne’er-do-wells. The title was created as a result of an opportunity presented in the &#039;&#039;&#039;[[Kith_and_kin#Hard_Work|Kith and kin]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
The Bailiff of Meade no longer receives an income following the Jotun [[Rose grow the rushes o&#039;|invasion]] of Mitwold after the Autumn Equinox 387YE, until the Empire reclaims Meade.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Bailiff of Meade has a responsibility for organising the defence of Meade, and to a lesser extent Mitwold. In addition, if the Bounders Hall of Meade, or the bounders who use it, were to be threatened in any way, it would be the responsibility of the Bailiff to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Regular Income===&lt;br /&gt;
The Bailiff of Meade gained custodianship of a [[sinecure]]. Each season they received 216 rings, partially as payment from the grateful farmers and traders of Meade and its surrounds and partly as goods confiscated from defeated outlaws.&lt;br /&gt;
&lt;br /&gt;
==Appointment== &lt;br /&gt;
The Bailiff of Meade is selected by unanimous decision of the [[Marches|Marcher]] [[senator|senators]] at the Winter Solstice. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Senate]] instead.&lt;br /&gt;
&lt;br /&gt;
The title can be held by any Marcher citizen. The Bailiff serves until the next scheduled election. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Marcher [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
{{RecentElections|Bailiff_of_Meade}}&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
[[Category:The Marches]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Apothecary_of_the_Story_Garden&amp;diff=145956</id>
		<title>Apothecary of the Story Garden</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Apothecary_of_the_Story_Garden&amp;diff=145956"/>
		<updated>2026-10-03T13:49:52Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* The Story Garden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Title]][[Category:Dawn]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Apothecary of the Story Garden is an [[Imperial title]] awarded to a citizen of [[Dawn]]. The [[Construct the Story Garden|announcement]] to build the Story Garden was made by &#039;&#039;&#039;Laughlan Vi Temeschwar&#039;&#039;&#039;, as [[Master of Rings]], in Winter 387YE. The Apothecary of the Story Garden is responsible for providing potions to the virtuous citizens of Dawn in exchange for stories of their virtuous acts.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Apothecary of the Story Garden has a responsibility to provide potions to the virtuous citizens of Dawn in exchange for stories of their virtuous acts. In addition, if the Story Garden, or its attendants, were to be threatened in any way, it would be the responsibility of the Apothecary to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Bounty of the Garden===&lt;br /&gt;
The Apothecary of the Story Garden receives 21 drams of [[bladeroot]] each season from the cottage.&lt;br /&gt;
&lt;br /&gt;
==Appointment== &lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=FILE.png|caption=NAME, Apothecary of the Story Garden|align=left|width=400}}--&amp;gt;&lt;br /&gt;
The Apothecary of the Story Garden is appointed by unanimous decision of the [[senator|senators]] of [[Dawn]]. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Senate]] instead. &lt;br /&gt;
&lt;br /&gt;
The title can be held by a citizen of Dawn. The Apothecary of the Story Garden has tenure and serves until they die, step down, or are revoked. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Dawnish [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
{{UnconstitutionalTitle|sodality=Imperial Apothecaries Guild}}&lt;br /&gt;
{{RecentElections|Apothecary_of_the_Story_Garden}}&lt;br /&gt;
&lt;br /&gt;
==The Story Garden==&lt;br /&gt;
{{CaptionedImage|file=Lady Nineve Orzel.png|caption=&#039;&#039;&#039;Lady Nineve Orzel&#039;&#039;&#039;|align=right|width=200}}&lt;br /&gt;
The Story Garden sits on the edge of Belletain in Sandling, [[Weirwater]], by a clear freshwater stream that has been cleverly diverted over rocks and small waterfalls into pools before meandering through the flower beds to bring peacefulness and joy to those within. The gates of the walled garden are embossed with a variety of symbols and patterns befitting a location built to inspire. Two symbols take centre place, one on each gate. On the left gate is a Dawnish heraldry of an eagle in flight holding a threaded needle in its talons. On the right gate is the symbol of a Leaguish Free Company, The Crimson Reapers: a red rose with a green fern growing through a skull. The garden contains weirwood planters of herbs, which are carefully tended by a small but dedicated staff of local yeofolk.&lt;br /&gt;
&lt;br /&gt;
A large cottage within the garden walls contains the apothecary workrooms. Small metal cauldrons hang above fireplaces, creating tinctures and infusions. Bunches of drying herbs hang on the walls between shelves holding bottles of many coloured liquids. Glass vials, distillery equipment, ointment bases, oils, and a variety of equipment scatter the spaces, ready to turn these precious herbs into powerful potions to be given to citizens of Dawn in return for stories of the potion’s use. Embroidered fabric maps hang in simple wooden frames on the walls of the few bedrooms, each one depicting a different nation. The Dawnish map is lovingly embroidered with sumptuous silk threads, rather than the linen or cottons which make up the others. It catches the light of the rising sun through the windows. The cottage also contains a writing room where the stories are collected and made ready for publication. Above the desk sits a portrait of &#039;&#039;&#039;Lady Nineve Orzel&#039;&#039;&#039;, who created and funded The Story Garden, and the symbol of the Apothecaries Guild to which she belongs.&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=High_Bard_of_the_Empire&amp;diff=145946</id>
		<title>High Bard of the Empire</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=High_Bard_of_the_Empire&amp;diff=145946"/>
		<updated>2026-10-02T16:34:40Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Luxurious Apartments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;Valentin Ivarovich Orzel, Senator Weirwater&amp;quot;&amp;gt;The High Bard will embody the artistic spirit of the Empire and should carry songs in passion and courage to embolden and encourage our soldiers and should deliver spirit-crushing feats of satire and rebuke against the Barbarian Generals and our hated foes! By these means we will demonstrate the power of artistic inspiration from all our nations to weave glorious legacy through the deeds and example of our bright Imperial fellowship.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Cat&#039;s Graces Sodality.png|caption=This title is appointed by the Cat&#039;s Graces|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The High Bard of the Empire is an [[Imperial Title|Imperial title]] appointed by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]]. It was [[Create_title_of_High_Bard_of_the_Empire|created]] by the [[Senate]] during the Winter Solstice 380YE summit. Following some [[Create_title_of_High_Bard_of_the_Empire#Constitution|controversy]], the title was [[Amend_powers_of_the_High_Bard|granted a stipend]] during the Summer Solstice of the same year.&lt;br /&gt;
&lt;br /&gt;
The title as first presented passed through the Senate during the Winter 380YE session, but there was some opposition from the [[Scrutiny|Constitutional Court]]. While the discussion continued, Kaywenn du Launcet was appointed the first High Bard and the situation was resolved in Summer 381YE.&lt;br /&gt;
&lt;br /&gt;
The title seems to court controversy; the first address by &#039;&#039;&#039;Kaywenn du Launcet&#039;&#039;&#039; took the form of a highly political song apparently lauding convicted criminal &#039;&#039;Dogri Thulebane&#039;&#039; of [[Wintermark]], and criticising the [[Varushka|Varushkan]] army of the [[Varushka_military_concerns#The_Army_of_the_Iron_Helms|Iron Helms]] who were [[381YE_Spring_Equinox_winds_of_war#Wolf_in_the_Fold_.28Skarsind.29|instrumental]] in his capture. It remains to be seen if this will create a trend for future addresses, and for future High Bards.&lt;br /&gt;
&lt;br /&gt;
The title was [[388YE_Spring_Equinox_Senate_sessions#Amend_High_Bard_of_the_Empire|amended]] during the Spring Equinox 388YE to remove a one throne stipend. The title was further amended as part of the motion that [[388YE_Spring_Equinox_Senate_sessions#Establish_Cat&#039;s_Graces|established]] the [[Cat&#039;s Graces]] during the Spring Equinox 388YE. Before the amendment, the title was previously appointed by the [[Assembly#Assembly_of_the_Nine|Assembly of Nine]].&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The High Bard is expected to leave a personal composition as a legacy. They are expected to keep the Senate appraised of matters of inspiration to the Empire, and to promote and encourage excellence and passionate demonstration of artistic performance across all the nations of the Empire. &lt;br /&gt;
==Limitations==&lt;br /&gt;
{{CaptionedImage|file=Making Music.jpg|caption=The Imperial Bard embodies the artistic spirit of the Empire.|title=The first High Bard, Kaewynn de Launcet (L) makes music with Vivienne de Carsenere (R).|align=right|width=350}}&lt;br /&gt;
===One Year Only===&lt;br /&gt;
The High Bard serves for up to one year unless removed from office early. In addition, no person may hold the title of High Bard of the Empire more than once in their lifetime.&lt;br /&gt;
==Powers==&lt;br /&gt;
===Address the Senate===&lt;br /&gt;
The High Bard has the right to make an address to the Senate once per summit. This is intended to allow them to keep the Senate appraised of matters of inspiration to the Empire, and may commonly take the form of an artistic performance. To use this power, the High Bard informs the Civil Service that they wish to address the Senate. Their address will be added to the agenda for the next [[Senate session]].&lt;br /&gt;
&lt;br /&gt;
===Seasonal Income===&lt;br /&gt;
The High Bard receives an income of two thrones each season from work done at the [[Weirwater#Bardic_Academy|Bardic Academy of Ozren de Orzel]].&lt;br /&gt;
{{CaptionedImage|file=high_bard.jpeg|caption=Song is not the only bardic medium. Poetry can cut with the sharpest satire. |title=Song is not the only bardic medium. Poetry can carry the sharpest satire. |align=right|width=350}}&lt;br /&gt;
===Luxurious Apartments===&lt;br /&gt;
The High Bard has access to a suite of luxurious rooms in the Bardic Academy in [[Weirwater]]. These chambers allow the High Bard to live a rich lifestyle marked by fine food, access to luxuries and exposure to cultural excellence from across the Empire.&lt;br /&gt;
&lt;br /&gt;
==Compositions==&lt;br /&gt;
Artistic works by the various High Bards of the Empire may be found below:&lt;br /&gt;
* [[Oranseri (Song)|Oranseri]] - a song by &#039;&#039;&#039;Malcón i Dyrelnos i Erigo&#039;&#039;&#039;&lt;br /&gt;
* [[Much and More (poem)|Much and More]], [[Threads (poem)|Threads]], [[The Verdict of Our Enemies (poem)|The Verdict of Our Enemies]], [[Salvation (poem)|Salvation]], and [[On Freedom (poem)|On Freedom]] - poetry by &#039;&#039;&#039;Protectorate Rile&#039;&#039;&#039;&lt;br /&gt;
* [[Show us the Way]], [[A Song for Lisabetta]], [[A Million Freed]] and [[A Horn Resounding (Song)|A Horn Resounding]] - songs by &#039;&#039;&#039;Tiana i Zaydan i Riqueza&#039;&#039;&#039; as requested by Dream-Singer - a herald of [[Lashonar]], who [[The_illusion_of_majesty#A_Song_for_the_Asking|requested four songs]] of the High Bard.&lt;br /&gt;
* [[Little Folk of the Empire]] - a song by &#039;&#039;&#039;Irina Akulinovna Kotor&#039;&#039;&#039; for the celebration to commemorate [[Empress Lisabetta]]’s first year on the throne.&lt;br /&gt;
{{CaptionedImage|file=Pjesmina Zbirka.jpg|caption=&#039;&#039;&#039;Pjesmina Zbirka&#039;&#039;&#039;, High Bard of the Empire|align=left|width=200}}&lt;br /&gt;
==Appointment==&lt;br /&gt;
The High Bard of the Empire is an [[Imperial title]] which is [[Appointment by sodality|appointed]] by members of the Cat&#039;s Graces. The expectation is that the appointment will follow &amp;quot;a public tournament of song and satire&amp;quot; that allows participants to demonstrate their suitability to the role in fair and open competition. There is no legal requirement for the Cat&#039;s Graces to arrange or acknowledge such a tournament, however. &lt;br /&gt;
__NOTOC__&lt;br /&gt;
Any Imperial citizen may hold the title. The High Bard of the Empire serves for a year from when they are appointed. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]] and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
{{RecentElections|High_Bard_of_the_Empire}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
{{Cat&#039;s Graces further reading}}&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weirwater&amp;diff=145945</id>
		<title>Weirwater</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weirwater&amp;diff=145945"/>
		<updated>2026-10-02T16:34:10Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Bardic Academy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofWeirwater.png|Caption=Scattered with deep forests full of hidden mysteries.|title=Regions of Weirwater|align=left|width=500}}[[Category:Imperial Territory]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The craggy hills of Weirwater are home of many weavers, and the noble houses here seem to have more than their fair share of witches. The territory itself is scattered with deep forests, maintained untouched by the noble houses and inhabited by Eternal Heralds, exotic beasts and an abundance of rare herbs. The caves of Weirwater have a dark reputation with the people of Dawn, and are said to contain mysterious magics.&lt;br /&gt;
&lt;br /&gt;
Legend has it that long ago the Earl of Sedaret pursued a crusade against several cabals of weavers who refused to recognise her authority. At the height of a great banquet, thrown by the Earl to celebrate her apparent victory over the weavers, a great bell began to toll and the castle and its surrounding village was drowned beneath great waves and unrelenting rain. It is said by the people of Culwich that on Winter nights of the new moon when the sky is clear one can still hear bells ringing in the depths of the great lake, and see lights that are said to be those of the drowned Earl and her noble household, still celebrating in the depths.&lt;br /&gt;
&lt;br /&gt;
During the reign of [[Empress Varkula]], a significant force of [[Druj]] crossed [[the Semmerlak]] from the east and invaded Weirwater. Fighting under the banner of the Shadow Wasp, the Druj invaded Weirwater with a flotilla of great rafts launched across the Semmerlak. The Druj were led by a powerful [[Druj#Ghulai|Ghulai]] and her [[Bands#Covens|coven]], who wielded the power of Spring magic against the Imperial defenders. With the aid of the [[Navarr]] - especially [[Megan Black Blood]] - the Druj were defeated - but not before they [[Thunderous Tread of the Trees|raised the oldest forests of Weirwater]] against the Empire. Since then, there has been no significant incursion across the Semmerlak... but the folk of Weirwater remember.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Culwich ===&lt;br /&gt;
A large town with a few outlying villages. Culwich has a long tradition of farming and is said to produce some of the best flax and wool in the Empire. The local merchants have influence with the weavers, who in turn offer them fine woven goods to sell to mutual profit. It was here or hereabouts that the first humans to live in Dawn landed. Culwich is now a rich port: goods and trade come to Dawn from Varushka through Culwich. There’s some trade to far-off Highguard, though to get there ships have to pass the shores of the Barrens. &lt;br /&gt;
&lt;br /&gt;
=== Applefell ===&lt;br /&gt;
A sprawling hill town in [[#Garthmoor|Garthmoor]], surrounded by small farms. The people have a reputation for standoffishness, even with the merchants who pass through on their way to and from Karov and Semmerholm. While the area is known for its apple orchards, it is also known for “ ground apples” - a type of mushroom with an almost spherical head - which can be quite dangerous to those who mistake them for wholesome fungus. They grow on the ground, in rings, and the wise do not consume them without great care. Rumour has is that those who know the trick to preparing them can see into the Labyrinth, converse with ghosts, and perhaps more importantly avoid a lingering death.&lt;br /&gt;
&lt;br /&gt;
A beautiful terraced garden is cut into the hills near Applefell. Created to celebrate Lady Eleanor Novarion&#039;s efforts in building people up from hardship, its pergolas and secluded nooks embrace those seeking refuge. Several small statues dot the garden, celebrating in turn the deeds of those aided by the Proffered Hand.&lt;br /&gt;
&lt;br /&gt;
=== The [[Weirwater Vales]] ===&lt;br /&gt;
The Weirwater Vales are a Bourse resource located in [[#Wickmoor|Wickmoor]]. Custodianship of the Vales is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 23 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Giritane&#039;s Gaze===&lt;br /&gt;
There is a vast statue that stands on top of a hill in [[#Wickmoor|Wickmoor]] to the northwest of the [[#Weirwater Vales|Weirwater Vales]]. This immense white stone [[Legendary_beasts#Mandowla|mandowla]] is Giritane&#039;s Gaze and is visible from miles away; head and shoulders above the trees of the region. The construction was [[Construct_Giritane%27s_Gaze|announced]] by the [[Master of the Koboldi]] and was funded almost exclusively by [[Dawn_groups#House_Castellan|House Castellan]]. The most impressive feature are the two massive [[Technology#Lightstones|lightstones]] that allow the alabaster beast to serve as a beacon to those venturing in the dangerous forests of Weirwater at night. The [[mine]] owners of the territory benefit from the steady presence of the statue with not only an increase in precious metals and gemstones taken from the earth - represented by a seasonal income of 36 rings - but also from a single [[Farewell_wanderlust#Treasures_of_the_Earth|deepstone]] each season dependent on the type of mine.&lt;br /&gt;
&lt;br /&gt;
===Spiral Castle===&lt;br /&gt;
In the centre of a small weirwood forest in [[#Weirmoor|Weirmoor]] stands Spiral Castle. Built in pre-Imperial times, it lies at the heart of a strong Summer [[regio]]. The [[Earl|earls]] of Spiral Castle have always been [[Earl#Enchanter|enchanters]], and usually possessed of a strong [[changeling]] [[lineage]]. The household has been controlled by scions of the de Casillon family, and many of the nobles who live there are descendants of [[Empress Richilde]]. Over the centuries, the inhabitants have become more and more insular, spending less and less time beyond the boundaries of their manor. Some members of the [[Synod]] have even expressed concerns over whether they are entirely human any more. &lt;br /&gt;
&lt;br /&gt;
During the height of the Sun Queen&#039;s reign, the [[Senate]] agreed to a request that the resources of Spiral Castle be dedicated to the support and upkeep of the armies of the Empire, and of Dawn in particular. They created the title of [[Castellan of Spiral Castle]] to oversee the procedures needed to turn the weirwood and expertise of the castle&#039;s inhabitants into emergency support for [[Army|armies]] camped in Weirwater.&lt;br /&gt;
&lt;br /&gt;
For several decades, Spiral Castle was not reachable by outsiders; following the death of [[Emperor Hugh]] in 368YE the castle and surrounding forest abruptly disappeared behind a wall of swirling, chaotic mist. Attempts to communicate with, or reach, the inhabitants of Spiral Castle proved unsuccessful. Recently, however, contact was re-established with the de Casillons and the wall of mist brought down, leaving the house free to rejoin the rest of their nation - and providing the Dawnish people with a valuable new resource.&lt;br /&gt;
&lt;br /&gt;
The [[Castellan of Spiral Castle]] is an [[Imperial title]] within the [[Bourse]] appointed annually by the [[military unit|captains]] of Dawn.&lt;br /&gt;
&lt;br /&gt;
===Bardic Academy ===&lt;br /&gt;
The Bardic Academy of Ozren de Orzel stands proud and beautiful at a site near Belletain in Sandling. It features an extensive atrium and storytelling amphitheatre, surrounding an open courtyard used for recitals, debates, and seasonal performances inspired by the exemplar and the [[High_Bard_of_the_Empire#Compositions|compositions]] of the [[High Bard of the Empire]]. Musicians, troubadours, poets, and orators from across Dawn and the wider Empire come to study the arts, to perform before their peers, to research and read the works of Ozren in the library, and to contemplate the legacy they wish to leave behind them. &lt;br /&gt;
&lt;br /&gt;
The internal walls of the academy are decorated with exquisitely-painted panels and carved reliefs depicting Ozren as a troubadour at the [[Great Pits of Ennerlund]]; as [[knight-protector]] in two places at once; as [[Cardinal of Pride]]; and as a preacher raging against the deprivations of Winter magic and curses in [[Spiral]] whilst facing the ire of a magistrate.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=OzrenExemplar.jpg|width=300|align=left|caption=Ozren de Orzel, Exemplar of Pride|title=Art by Monkey Ghost}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At the heart of the complex, beside a single rowan tree and a fountain with a statuette of a white eagle perched atop it, is a small chapel containing Ozren’s memorial itself. The chapel is fashioned from polished blocks of marble, inlaid with musical notation and fragments of fiery verse - attributed to the exemplar - using an alloy of weltsilver and gold. Around the chapel chamber are carved the names of those singers, musicians, poets, and troubadours honoured by the [[High Bard of the Empire]]. Prayer sheets and honour rolls are hung as a living monument to Imperial artistry, reflecting each deed and accomplishment and inviting more to come. &lt;br /&gt;
&lt;br /&gt;
To the Semmerlak side of the academy are hosted the apartments of the High Bard of the Empire, generously appointed and overlooking the amphitheatre and atriums. They are attended by several yeofolk to aid the office in its deeds and ambitions. &lt;br /&gt;
&lt;br /&gt;
The construction of the academy at Belletain was a significant undertaking. The white granite used in its construction was provided through the prosperity of House Orzel, whose patronage ensured that the structure could be raised to a standard befitting their sibling and exemplar of Pride. Additional support came from across the Empire, whose collected Prosperity and virtue contributed to the labour and provisioning required during the works. &lt;br /&gt;
&lt;br /&gt;
The project was brought to the Senate by the eloquence and Virtue of &#039;&#039;&#039;Earl Tristan du Lac&#039;&#039;&#039;, as Senator for Weirwater, aided by &#039;&#039;&#039;Gwendoloena de Ordraig&#039;&#039;&#039; and &#039;&#039;&#039;Cesare Sanguineo Rezia Di Tassato&#039;&#039;&#039;, whose efforts secured the recognition and authority necessary to establish the academy. &lt;br /&gt;
&lt;br /&gt;
Within the academy grounds, a carved frieze records those who laboured, funded, and spoke in favour of its creation. The inscriptions make particular note of &#039;&#039;&#039;Astrid Fjellrevening Rezia di Tassato&#039;&#039;&#039; and the &#039;&#039;&#039;Lady Kaywenn du Launcet&#039;&#039;&#039; who were instrumental in elevating Ozren to the status of exemplar, and &#039;&#039;&#039;Starac Sijed Orzel&#039;&#039;&#039;, who created the enduring [[Auras_of_Pride#Partner_of_Greatness|aura]] using [[true liao]], as an enduring and permanent inspiration to the Empire.&lt;br /&gt;
&lt;br /&gt;
From the ‘Duel of Art’ in 380YE to the voices following in Ozren’s footsteps and example, each adds to the traditions of artistry and Pride as a legacy of deeds achieved and the promise of a golden future.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Garthmoor===&lt;br /&gt;
The town of [[#Applefell|Applefell]] stands in Garthmoor. Known for lightly wooded hills, Garthmoor has a reputation as an odd region, and many Dawnish ghost stories take place on the roads and in the woods here.&lt;br /&gt;
&lt;br /&gt;
===Hawksmoor===&lt;br /&gt;
Hawksmoor is a land of wild hills and twisted woodlands. The only settlement of any size is &#039;&#039;&#039;Hawthorn&#039;&#039;&#039;, a small town of lush gardens in a hollow near the road to [[Karov#Delev|Delev]]. Hidden behind a forbidding hedge, it is home to a circle of [[Dawn_magical_traditions#Weavers|witch weavers]] well versed in the intricacies of [[Spring magic]]. Their coven accepts only those who vouched for by a herald of Spring - although which [[eternal]] the herald owes allegiance to is not common knowledge. The hedge around hawthorn grows thick and tall, and those not welcome feel its thorns if they try and push their way in.&lt;br /&gt;
&lt;br /&gt;
===Sandling===&lt;br /&gt;
Best known for the town of [[#Culwich|Culwich]], and for the fisherfolk that live in villages along the banks of [[the Semmerlak]], the wide fields of the south slowly rise into the low wooded hills of the north. Atop one of these hills, overlooking the lake, stands the &#039;&#039;&#039;Sentinel’s Folly&#039;&#039;&#039;. The remains of this ancient, shattered stone tower rise high above the trees and are attributed to the [[Paragons_and_exemplars|paragon]] known as [[the Sentinel]]. The four storey white granite structure is weathered, but the remaining floors are reasonably sound and it is used variously as a reference point or beacon for sailors in the western Semmerlak, as well as a look-out post for keeping an eye on the woods of [[Karov]] to the north.&lt;br /&gt;
&lt;br /&gt;
===Weirmoor===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
One the least settled regions in [[Dawn]], the rolling hills of Weirmoor are largely covered by an old and tangled forest. In the north and south, well maintained roads link Weirwater with [[Karov#Delev|Delev]] and [[Astolat]], but the heart of the region is wild and untamed. There are said to be trees in Weirmoor that were old before the Dawnish ever came to the Bay of Catazar. The local Dawnish nobles prefer the forest primaeval - Weirmoor is prime hunting ground and not only for game. [[Mundane_beasts#Big_Cats|Forest lions]] roam here, along with occasional packs of [[Mundane_beasts#Dire_Beasts|dire wolves]] or bears, and the occasional [[Legendary_beasts#Dragons.2C_Wyverns_and_Wyrms|wyvern]]. The handful of noble houses in Weirmoor have a reputation for standoffishness, and several have a grim reputation.&lt;br /&gt;
&lt;br /&gt;
===Wickmoor===&lt;br /&gt;
The eerie [[Weirwater Vales]] stand in Wickmoor, between the extensive estates of the feuding House deCourney and House Seerkan. Their presence gives the entire region a reputation for strange events, usually blamed on whatever it is that haunts the weirwood trees.&lt;br /&gt;
{{CaptionedImage|file=Tristan duLac.jpg|caption=&#039;&#039;&#039;Tristan du Lac&#039;&#039;&#039;, Senator for Weirwater|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Weirwater|Territory=Weirwater|Season=Summer}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Weirwater is under the control of the Dawnish (and by extension, the Empire) making this a staunchly Imperial territory.&lt;br /&gt;
* [[mine|Mines]] in the territory benefit from the [[#Giritane&#039;s Gaze|Giritane&#039;s Gaze]] and produce an extra 36 rings and a single [[Farewell_wanderlust#Using_Deepstones|deepstone]] each season.&lt;br /&gt;
* [[congregation|Congregations]] in the territory benefit from the [[#Bardic_Academy|Bardic Academy]] and produce a dose of [[Philtre of Strength]] each season.&lt;br /&gt;
[[Category:Dawn]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=First_Thorn_of_the_Vallornguard&amp;diff=145938</id>
		<title>First Thorn of the Vallornguard</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=First_Thorn_of_the_Vallornguard&amp;diff=145938"/>
		<updated>2026-10-02T16:21:49Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Mustering Ground */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=240}}&lt;br /&gt;
The First Thorn of the Vallornguard is an [[Imperial title]] appointed by the [[Vallornguard]]. Construction of Vallornguard Mustering Ground was [[Construct Vallornguard Mustering Ground|proposed]] by &#039;&#039;&#039;Bronimir&#039;&#039;&#039;, as the [[Ossium|Senator for Ossium]], during the Spring Equinox 388YE, and construction was completed shortly before the Summer Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
Plans for the Vallornguard Mustering Ground were first [[Every_path_you_know#Green_Eyed_Monster|presented]] before the Winter Solstice 387YE, in response to the Navarr Assembly&#039;s highest calling to support the burgeoning sodality.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The First Thorn of the Vallornguard is responsible for overseeing the training of new recruits to the Vallornguard and contributing to Imperial preparedness against the military threat of the vallorn. Finally, if mustering ground, or its inhabitants, were to be threatened, it would be the responsibility of the First Thorn to respond to the threat.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Essential Oils===&lt;br /&gt;
The First Thorn receives two doses of [[Oil of Blackthorn]] each season from the apothecaries at the mustering ground.&lt;br /&gt;
&lt;br /&gt;
===Tools for the Task===&lt;br /&gt;
The First Thorn receives a [[Barbed Spear]], a [[Bloodfire Periapt]], and a [[Death&#039;s Door]] each year during the Summer Solstice. &lt;br /&gt;
&lt;br /&gt;
===Uproot the Abomination===&lt;br /&gt;
Any Imperial [[army]] that receives [[Casualties#Natural_Resupply|natural resupply]] in [[Miaren]] can recruit from the training grounds, as well as secure useful anti-vallorn tonics and blade venoms. As a result, that army can take the attacking order, &#039;&#039;&#039;Uproot the Aberration&#039;&#039;&#039;, the following season. &lt;br /&gt;
&lt;br /&gt;
If multiple armies resupply in Miaren, the First Thorn should email {{plot}} before the end of downtime in order to choose which army will gain the benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:800px;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Uproot the Aberration&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer vallorn-held territory is increased by one tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army against the vallorn are increased by one tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army from vallorn are reduced by one tenth&#039;&#039;&#039;&lt;br /&gt;
Bolstered by the fresh recruits trained by the Vallornguard, the army can employ a supply of potions useful for fighting the vallorn provided by the Mustering Ground against the enemy. These potions are quickly consumed, but can prove vital when used at the decisive moment, to turn the tide against &#039;&#039;Terunael&#039;s Folly&#039;&#039;.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The First Thorn is appointed during the Spring Equinox each year by members of the Vallornguard.&lt;br /&gt;
&lt;br /&gt;
The First Thorn will be elected for a shortened term of three seasons during the Summer Solstice 388YE. &lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen can hold this title. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{CaptionedImage|file=Kevan Heartsbane.jpg|caption=&#039;&#039;&#039;Kevan Heartsbane&#039;&#039;&#039;, First Thorn of the Vallornguard|align=left|width=350}}&lt;br /&gt;
{{RecentElections|First_Thorn_of_the_Vallornguard}}&lt;br /&gt;
[[Category:Title]][[Category:Vallorn]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{CaptionedImage|file=Banner of the Vallornguard.jpg|align=right|width=240}}&lt;br /&gt;
==Mustering Ground==&lt;br /&gt;
The grounds themselves, in Holtford, [[Miaren]], are an open drill yard large enough to run formation exercises, as well as containing military obstacle courses and an archery range. A tall hedge runs alongside the rectangular perimeter; at each corner stands a statue of a Navarri, with names etched into the pedestal.&lt;br /&gt;
&lt;br /&gt;
The barracks are relatively plain and functional, with plenty of weapon racks for spears, staves, shields and bows. Outside the front door of the barracks, the Vallornguard banner is proudly displayed.&lt;br /&gt;
&lt;br /&gt;
As the Vallornguard is an Imperial body of state, the drill instructors working at the mustering grounds come from all over the Empire. Some notable ones include wagon raiders from the [[Varushka_groups#The_Pinewheels|Pinewheels]], nobles from houses such as [[Dawn_groups#House_Summerstrong|Summerstrong]] and Griffinsong, as well as thorns from the Heartsbane steading and Twin Wreath striding.&lt;br /&gt;
&lt;br /&gt;
==Funding==&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the list of contributions made to construct the Vallornguard Mustering Ground.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{CommissionProgress|Construct_Vallornguard_Mustering_Ground}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Responsibilities Expectation}}&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Emerald_Arcanist&amp;diff=145937</id>
		<title>Emerald Arcanist</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Emerald_Arcanist&amp;diff=145937"/>
		<updated>2026-10-02T16:06:43Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=240}}&lt;br /&gt;
The Emerald Arcanist is an [[Imperial title]] appointed by the [[Vallornguard]]. Construction of Jonas&#039; Legacy was [[Construct_Jonas%27_Legacy|announced]] by &#039;&#039;&#039;Bertrand&#039;&#039;&#039;, as the [[Bearer of an Imperial Wayleave]], during the Summer Solstice 387YE, and construction, at Elvette in [[Semmerholm]], was completed shortly before the Autumn Equinox 387YE.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Emerald Arcanist is responsible for advising the Vallornguard on magical matters. In addition, the Arcanist is expected to defend the border between [[Brocéliande]] and [[Semmerholm]]. Finally, if Jonas&#039; Legacy, or its inhabitants, were to be threatened, it would be the responsibility of the Emerald Arcanist to respond to the threat.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
{{CaptionedImage|file=Viridian duLac.jpg|caption=&#039;&#039;&#039;Llŷr Viridian duLac&#039;&#039;&#039;, Emerald Arcanist|align=left|width=200}}&lt;br /&gt;
===Cache of Crystals===&lt;br /&gt;
The Emerald Arcanist has custodianship of a sinecure. They receive nine mana crystals each season&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Emerald Arcanist is appointed during the Autumn Equinox each year by members of the Vallornguard.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen can hold this title. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
{{RecentElections|Emerald_Arcanist}}&lt;br /&gt;
[[Category:Title]][[Category:Vallorn]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Emerald_Arcanist&amp;diff=145936</id>
		<title>Emerald Arcanist</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Emerald_Arcanist&amp;diff=145936"/>
		<updated>2026-10-02T16:06:30Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=240}}&lt;br /&gt;
The Emerald Arcanist is an [[Imperial title]] appointed by the [[Vallornguard]]. Construction of Jonas&#039; Legacy was [[Construct_Jonas%27_Legacy|announced]] by &#039;&#039;&#039;Bertrand&#039;&#039;&#039;, as the [[Bearer of an Imperial Wayleave]], during the Summer Solstice 387YE, and construction, at Elvette in Semmerholm, was completed shortly before the Autumn Equinox 387YE.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Emerald Arcanist is responsible for advising the Vallornguard on magical matters. In addition, the Arcanist is expected to defend the border between [[Brocéliande]] and [[Semmerholm]]. Finally, if Jonas&#039; Legacy, or its inhabitants, were to be threatened, it would be the responsibility of the Emerald Arcanist to respond to the threat.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
{{CaptionedImage|file=Viridian duLac.jpg|caption=&#039;&#039;&#039;Llŷr Viridian duLac&#039;&#039;&#039;, Emerald Arcanist|align=left|width=200}}&lt;br /&gt;
===Cache of Crystals===&lt;br /&gt;
The Emerald Arcanist has custodianship of a sinecure. They receive nine mana crystals each season&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Emerald Arcanist is appointed during the Autumn Equinox each year by members of the Vallornguard.&lt;br /&gt;
&lt;br /&gt;
Any Imperial citizen can hold this title. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
{{RecentElections|Emerald_Arcanist}}&lt;br /&gt;
[[Category:Title]][[Category:Vallorn]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dean_of_the_First_Voice_Glade&amp;diff=145935</id>
		<title>Dean of the First Voice Glade</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dean_of_the_First_Voice_Glade&amp;diff=145935"/>
		<updated>2026-10-02T15:56:20Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Overview */&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=Cat&#039;s Graces Sodality.png|caption=This title is appointed by the Cat&#039;s Graces|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Dean of the First Voice Glade is an Imperial title [[Construct First Voice Glade|created by the Imperial Senate in Autumn 382YE]]. The First Voice Glade School was destroyed by the [[Things_that_burn#The_Empty_Hands|Empty Hands]] shortly before the Winter Solstice 385YE. The Dean lost their seasonal income of herbs, but the title remained and retained its responsibilities. Shortly before the Winter Solstice 387YE, a new school was built in the glade and became an [[inspirational location]] dedicated to the teachings of the exemplar [[Gerallt Brackensong]]. It currently serves as a [[great work]] supporting the [[herb garden|herb gardens]] of [[Miaren]].&lt;br /&gt;
&lt;br /&gt;
The title was amended as part of the motion that [[388YE_Spring_Equinox_Senate_sessions#Establish_Cat&#039;s_Graces|established]] the [[Cat&#039;s Graces]] during the Spring Equinox 388YE. Before the amendment, the title was previously appointed by the unanimous decision of the Senators of Navarr.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
__TOC__&lt;br /&gt;
The Dean of the First Voice Glade is expected to uphold the musical and cultural traditions of the Navarr. These responsibilities include encouraging emerging and potential talent, ensuring Navarr musical traditions and history is honoured. &lt;br /&gt;
&lt;br /&gt;
They have little in the way of administrative responsibilities to the school, but it is assumed that they will frequently lecture or run workshops, and so should be at least somewhat familiar with Navarr musical traditions and are expected to be passionate about furthering Navarr culture. If the Glade were to be threatened in any way, it would be the responsibility of the Dean to deal with those threats.&lt;br /&gt;
&amp;lt;!--==Powers==&lt;br /&gt;
===Bounty of Herbs===&lt;br /&gt;
The Dean  of the First Voice Glade gains custodianship of a [[sinecure]]. They receive an income of 27 herbs each season.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Dean of the First Voice Glade is a [[Imperial_title#National_Position|national position]] which is [[Appointment by sodality|appointed]] by members of the Cat&#039;s Graces. Only a citizen of Navarr may hold the title.&lt;br /&gt;
&lt;br /&gt;
The Dean has [[tenure]], and serves until they die or step down. 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;
{{RecentElections|Dean_of_the_First_Voice_Glade}}&lt;br /&gt;
{{Anchor|First Voice Glade (Ruined)}}&lt;br /&gt;
==First Voice Glade==&lt;br /&gt;
{{CaptionedImage|file=Visitors from the Forest of Arden.png|caption=Artist&#039;s impression of the glade&#039;s visitors|title=Art by Pjesmina Zbirka|align=right|width=300}}&lt;br /&gt;
There have been two schools built at First Voice Glade. The original stood in a glade in [[Miaren#Oakways|Oakways]] that was chosen to mark the memory of the exemplar [[Known_exemplars#Gerallt_Brackensong|Gerallt Brackensong]], a Navarr bard who fell battling the [[vallorn]] at [[Therunin#Upper_Tarn_Valley|Return]]. [[Navarr_groups#Splitroot_Striding|Splitroot Striding]], the [[Navarr_groups#Splinterspears|Splinterspears]] and the Twisted Tree Tradehouse funded and built the small school at the location as part of an effort to ensure that Gerallt continued to provide a lasting legacy for future generations. The school quickly became a gathering place for members of several [[striding|stridings]]. The music school was strictly focused on Navarr traditions, training students in the musical traditions of that nation as well as other performing arts skills such as dancing, juggling, and fire performance. &lt;br /&gt;
&lt;br /&gt;
When the [[eternal]] known as [[Cold Sun]] sent its &#039;&#039;scions&#039;&#039; to attack the Empire in 385YE, one of its armies - the Empty Hands - [[Things_that_burn#The_Empty_Hands|appeared in Miaren]]. All the armies of Cold Sun are drawn to places of beauty, art, and culture, and this brought their devastating attention down on First Voice Glade. The grand archon of the Empty Hand itself led the force that burned the school, and while most of the staff and students made it to safety, the structure itself was torn apart. The beautiful trees and gardens that surrounded the school were transformed into cursed stone effigies, a painful symbol of the damage being done to the heart of the Navarr nation.&lt;br /&gt;
&lt;br /&gt;
Then in Spring 386YE, Gerallt Brackensong was the subject of one of the first [[Writ of consecration|writs of consecrations]] issued by the [[Synod]]. Among the locations proposed for an [[inspirational location]] dedicated to his life, the ruins of First Voice Glade were preeminent. Doing so would require that the school be rebuilt; however, a task that took over a [[387YE_Autumn_Equinox_Senate_sessions#Rebuild_First_Voice_Glade|year to complete]]. Shortly before the Winter Solstice 387YE, however, a new school building was built in First Voice Glade. Brodi Brackensong was [[386YE_Spring_Equinox_Synod_judgements#Judgement_70|entrusted]] by the General Assembly with the solemn task of [[consecration|consecrating]] the new inspirational location.&lt;br /&gt;
&lt;br /&gt;
The new structure stands as a monument to the [[Pride]] Gerallt inspired in performers and storytellers across his nation. Pilgrims leave with a greater appreciation for Navarr music, and many are inspired to celebrate and explore the songs and stories of their own people. The location also celebrates the kind of [[Watercolours_in_the_rain#With_Tomorrow_in_Mind|celebration of culture and beauty]] the Pride Assembly proposed as a response to the hateful destruction of [[Cold Sun]]. While the site remains primarily of interest to the Navarr, it also serves as a place of pilgrimage for those who have seen the things they love ruined by the forces of [[Cold Sun|Oblivion]], providing reassurance that the beauty of the [[orc]] and human spirit can never truly be burnt away. The twisted petrified trees created by the scions of Cold Sun still stand in the grounds of the school, but their austerity is counterbalanced by a profusion of brightly coloured flowers and new growth trees that blossom in the surrounding areas.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Summer Solstice 388YE, the glade became home to strange [[Inhabitants of the realms|creatures]] from the [[Jaheris|Forest of Arden]]. A pair of immense spiders have spun webs in the highest boughs between trees to catch resting birds, and at least one feral unicorn has been spotted within the twisted, petrified glade.&lt;br /&gt;
&lt;br /&gt;
==Opportunity : Botanical Gardens==&lt;br /&gt;
{{:Every path you know}}&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
{{Cat&#039;s Graces further reading}}&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Curator_of_the_Blood_Red_River&amp;diff=145934</id>
		<title>Curator of the Blood Red River</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Curator_of_the_Blood_Red_River&amp;diff=145934"/>
		<updated>2026-10-02T15:53:28Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Blood Red River Museum */&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=Cat&#039;s Graces Sodality.png|caption=This title is appointed by the Cat&#039;s Graces|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Red River Museum was first constructed in 381YE but an [[All_in_red#Fire_in_the_Museum|attack]] by a small family of [[Faraden]] left it in ruins until it was rebuilt and expanded. The [[Repair_Blood_Red_River_Museum|expansion]] by the [[Senate]] during the Spring Equinox 385YE created the position of Curator to oversee the museum and to ensure that any such attack in the future would be thwarted. &lt;br /&gt;
&lt;br /&gt;
The title was amended as part of the motion that [[388YE_Spring_Equinox_Senate_sessions#Establish_Cat&#039;s_Graces|established]] the [[Cat&#039;s Graces]] during the Spring Equinox 388YE. Before the amendment, the title was previously appointed by the [[Assembly#The_National_Assemblies|League Assembly]].&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Curator of the Blood Red River is responsible for maintaining the museum itself, and for acquiring new exhibits. If anything were to threaten the good operation of the museum, it would be the responsibility of the Curator to address those problems.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
__TOC__&lt;br /&gt;
===A Portion of Liao===&lt;br /&gt;
The sinecure provides 15 doses of [[liao]] to the Curator each season, to be used as they see fit. &lt;br /&gt;
&lt;br /&gt;
===Donations to the Museum===&lt;br /&gt;
The Blood Red River Museum draws pilgrims from across the Empire, especially from the other cities of the League. Some visitors wish to make donations to the running of the museum or offer bequests of artwork to the Curator to encourage a steady stream of visitors. The Curator of the Blood Red River receives 8 crowns each season from these donations.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Curator of the Blood Red River is a [[Imperial_title#National_Position|national position]] which is [[Appointment by sodality|appointed]] by members of the Cat&#039;s Graces. Only a citizen of the League may hold the title.&lt;br /&gt;
&lt;br /&gt;
The title can be held by any citizen of the League. The Curator has tenure and serves until they die or step down. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the League National Assembly, and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{RecentElections|Curator_of_the_Blood_Red_River}} &lt;br /&gt;
==Blood Red River Museum==&lt;br /&gt;
This art museum was [[Construct_Art_Museum_of_Tassato|commissioned]] by &#039;&#039;&#039;Cesare Sanguineo Rezia di Tassato&#039;&#039;&#039;, paid for by the Bloody Butchers Guild of [[Temeschwar]], and taking advantage of the [[opportunity]] offered by the potent [[Night magic]] [[enchantment]] that [[In_brightest_day|blanketed the Empire]] toward the end of 380YE. Completed shortly before the Summer Solstice 381YE, it stands grandly in [[Tassato#Tassato Mestra|Tassato Mestra]] on the western bank of the Vassa, not far from the [[Curator_of_the_Printers&#039;_Guild_Museum#The Printers&#039; Guild Museum of Wonders|Printers&#039; Guild Museum of Wonders]]. &lt;br /&gt;
&lt;br /&gt;
A magnificent structure of shining white granite and red brick, the interior is richly embellished with white and gold gilded rococo together with sumptuous red and black velvet drapes. The immense entrance hall boasts an impressive series of historical friezes celebrating modern great works, designed to inspire visitors with Pride. The first celebrates the unification of Regario and Mestra by Anabella di Regario; the second celebrates the &#039;&#039;First Feast&#039;&#039; thrown by the First Butcher for the First Empress and the leaders of the League; the third marks the foundation of the Imperial Mint by [[Emperor Giovanni]] (although the artists have played loose with history by showing him conversing with the museum&#039;s benefactor, Lorenzo &#039;La Volpe&#039;, who was briefly [[Master of the Imperial Mint]]); the fourth commemorates the coronation of [[Empress Lisabetta|Imperatrix Lisabetta]], with a particular emphasis on [[Senator]] Cesare&#039;s part in organising the subsequent celebrations. Other displays commemorate the [[Construct_the_Blood_Red_Roads|Blood Red Roads]] project, the [[Sarvos#The_Colossus_of_Sarvos|Colossus of Sarvos]], the [[#The_Bloody_Great_Theatre|Bloody Great Theatre]] of Temeschwar, the Butchers Guildhall in Temeschwar, and other structures paid for by the Bloody Butchers. &lt;br /&gt;
&lt;br /&gt;
It is easy to see why some critics might have dismissed the museum as being a monument to Lorenzo&#039;s [[ambition]], rather than a place to inspire pride in League citizens! Indeed, several wags have queried why there is so much emphasis on Temeschwar in a museum intended to inspire Tassatans. Elsewhere in the museum, there are displays of historical artefacts relevant to Tassato, the League or the Empire today, but in some ways their display appears to be more of an afterthought than the purpose for which this gaudy museum was constructed.&lt;br /&gt;
&lt;br /&gt;
The museum was rebuilt and expanded after an [[All_in_red#Fire_in_the_Museum|arson]] attack by a small family of Faraden. While the museum was rebuilt along similar lines where possible, the new wing includes an exhibition curated by &#039;&#039;&#039;Astrid Fjellrevening Rezia di Tassato&#039;&#039;&#039; on the history of [[true liao]]. It features items of historical significance discovered after past life visions, information on the origins of liao, and a small section telling the story of Lord Colwyn de Rondell&#039;s past life vision which led to the vandalism of the original museum.&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
[[Category:The League]]&lt;br /&gt;
{{Cat&#039;s Graces further reading}}&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sun_Chamber&amp;diff=145930</id>
		<title>Sun Chamber</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sun_Chamber&amp;diff=145930"/>
		<updated>2026-10-02T15:43:36Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Past Lives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Motto==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 300px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Sun Chamber.png|Sun Chamber colour.png|300px|Caption2|Caption3|Caption4|Caption5|The Sun Chamber}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Tall trees require deep roots.&lt;br /&gt;
&lt;br /&gt;
==The Manifesto==&lt;br /&gt;
The Sun Chamber is dedicated to the advancement, empowerment, and support of young citizens of the Empire, those who are full citizens but are only just beginning to make their mark on the world. The Chamber aims to help members win influence and wield power in the Empire. It holds the following to be true:&lt;br /&gt;
&lt;br /&gt;
* Youth is an asset the Empire cannot afford to squander.&lt;br /&gt;
* Tradition lays out safe paths; fresh eyes find shortcuts&lt;br /&gt;
* A Virtuous Empire is one that empowers all its citizens to act.&lt;br /&gt;
&lt;br /&gt;
The Sun Chamber therefore exists to:&lt;br /&gt;
__TOC__&lt;br /&gt;
* Help members gain positions of power and influence in the Empire&lt;br /&gt;
* Empower members to overcome obstacles and advance their goals&lt;br /&gt;
* Encourage members to approach existing problems in new ways&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Sun Chamber&#039;s symbol is a stylised sun with a crown. Some members, when using the symbol on their clothing, choose to display the crown above the sun, whilst others put it at the centre. As with any symbol in the Empire, there is no uniform way to represent it - it is the common elements of a sun and a crown together that can be recognised as the emblem of the Sun Chamber.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
Any Imperial citizen who is old enough to take their Test of Arms but has not yet turned nineteen can join the [[Imperial sodality|sodality]] using the [[Mark of Fellowship]] ritual. A member of the Chamber who turns nineteen during a summit remains a member until end of the summit. Even [[the Throne]] is not eligible to part of the sodality unless they are young enough to be a member.&lt;br /&gt;
&lt;br /&gt;
As with any sodality, other citizens may only enter the sodality chamber while it is in session with the express permission of the members present. The sodality is unusual, because of its age limits; in the past, the sodality has often allowed people to enter if they were members in the last year and has sometimes allowed younger citizens who are not yet old enough to attend if they are eager to join the sodality and want to support its goals. As with all guests, they can attend only with the ongoing permission of members which can be withdrawn at any time.&lt;br /&gt;
&lt;br /&gt;
==Counsel of the Sun Chamber==&lt;br /&gt;
The Counsel of the Sun Chamber is the single Imperial title elected by members of the sodality at the Summer Solstice and Winter Solstice. Counsel is expected to be a mouthpiece for the sodality, with the responsibility to represent the Chambers&#039;s views to other parts of the Empire, to recruit new members, and to advance the sodality&#039;s goals and the members&#039; interests.&lt;br /&gt;
&lt;br /&gt;
Counsel serves until the next Summer Solstice or Winter Solstice, whichever is sooner. They can be [[Revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]] and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
The duration of appointment is unusual - but Empress Richilde was adamant on this issue when the title was first created. She stressed that whoever holds the position of Counsel should be using the title as a springboard to advance their political fortunes and gain a more powerful title. &lt;br /&gt;
&lt;br /&gt;
====Appointment====&lt;br /&gt;
The Counsel of the Sun Chamber is selected by members of the sodality. Only a member of the sodality can present themselves for the title, and only a member of the sodality can vote in the election. The candidate who gains the most votes from the members of the sodality is elected to the title.&lt;br /&gt;
&lt;br /&gt;
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{{#lst:Archive:All_Election_Results|Counsel_of_the_Sun_Chamber}}&lt;br /&gt;
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====Recent Elections====&lt;br /&gt;
{{#lst:Archive:All_Election_Results|Counsel_of_the_Sun_Chamber_election}} The table to the right shows the citizens who have been elected to hold {{{2|this title}}} in the years since [[Empress Britta]] died.&lt;br /&gt;
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==Powers==&lt;br /&gt;
The Sun Chamber is the beneficiary of three bequests. Each event, they make vote to endow one or more of these bequests on a member of the sodality. &lt;br /&gt;
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In addition to these powers, the Chamber has five powerful abilities, commonly referred to as the five points - one of these abilities is available each season.&lt;br /&gt;
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If the title of Counsel of the Sun Chamber is vacant, then the sodality can take a vote to appoint a representative to the position.&lt;br /&gt;
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==Endowment==&lt;br /&gt;
Over the years the Chamber has been the beneficiary of some significant bequests, most often from former members who have gone on to wield great power and influence within the Empire. Keen to share their [[Prosperity]] with the sodality that supported them at the start of their life, these members have endowed the sodality with access to additional resources with the clear expectation that the sodality will use these resources to advance their goals.&lt;br /&gt;
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Each season, the sodality can choose to endow each one of the bequests on a single citizen each. The three bequests must be voted on separately, but each individual bequest can only be endowed in its entirety, they cannot be split up. A bequest rolls over each season that it is not endowed - the eligible member of the sodality receives everything accrued to date after a successful vote of endowment.&lt;br /&gt;
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To endow a bequest on a member of the sodality requires a majority vote of members who are present when the sodality is [[Imperial_sodality#Sessions|in session]]. Any member of the sodality can call for such a vote during a session - if the vote is successful, then the attending civil servant will take the appropriate records of the event and provide the endowed resources.&lt;br /&gt;
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===The Falling Star===&lt;br /&gt;
* &#039;&#039;&#039;Provides a bequest of three rings of ilium each season&#039;&#039;&#039;&lt;br /&gt;
According to legend, the Falling Star in [[Hercynia#Northpines|Northpines]] is the birthplace of &#039;&#039;Myfanwy&#039;&#039;, one of the [[Navarr history|earliest companions]] of the [[First Empress]]. There has been a small Navarr [[striding]] here for centuries, but it is the waterfall itself which most citizens find remarkable. The river Casta is neither large nor even particularly memorable, except where it falls over the edge of the Giants Bluff. Here, the water plunges nearly two hundred feet over the edge of the promontory to cascade into Casta Lake below.&lt;br /&gt;
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Over the centuries, the waterfall has cut away the rock, receding ever further from the edge. As a result, it is possible for a bold spelunker to walk upstream tracing the course of its history as you pick your way carefully into the mountain. Seventy feet in, the passageway opens out into a small chamber where the water crashes down from the rock above. If one stands here at night, one can see the stars directly overhead, glistening through the mist thrown off by the waterfall.&lt;br /&gt;
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It is possible that it is the arresting vision that gives the waterfall its name, but it could equally be the presence of small amounts of [[ilium]] that can be dredged from the plunge pool. The resource is small enough that it never formed part of the Bourse auction, but still large enough to be valuable. It was bequeathed to the sodality during the reign of [[Empress Teleri]] following a past life vision involving Myfanwy, the details of which are long lost.&lt;br /&gt;
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===The Line and the Curve===&lt;br /&gt;
* &#039;&#039;&#039;Provides a bequest of twenty five mana crystals each season&#039;&#039;&#039;&lt;br /&gt;
The Line and the Curve are a prosperous coven of [[Varushka_magical_traditions#Cabalists|cabalists]] based in the forest of [[Karov#Skoremujac|Skoremujac]] in [[Karov]]. The coven earn their wealth by providing a mix of [[enchantment|enchantments]] and wardings for people who live in the handful of vales scattered across the forest, boosting supplies of [[ambergelt]] and [[dragonbone]]. The coven chose to bequeath the sodality with a supply of crystals from the mana sites that they maintain in the forest during the region of [[Empress Varkula]].&lt;br /&gt;
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The official version of the story is that members of the sodality acted to save the coven from a deadly bargain that had been made with the [[Night Below]]. Rumours have periodically circulated that suggest that the deals made may have been more complicated than they first appeared, but nothing incriminating has ever been substantiated. The truth is likely long gone now - all that remains is the legacy bequeathed to the sodality.&lt;br /&gt;
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===The Wyrd Stone===&lt;br /&gt;
* &#039;&#039;&#039;Provides a bequest of thirty crowns each season&#039;&#039;&#039;&lt;br /&gt;
The Wyrd Stone is a huge dark brown stone shaped like a wheel, complete with a hole where the axle might go. It is found on the trod that leads away from [[Astolat#Grovesyard|Brightway]] in [[Astolat]] towards [[Miaren]], but is never found in the same spot twice, despite the fact that the circular rock is far too heavy to be moved. The Wyrd Stone defies divination magic, it is apparently under a powerful night shroud and would be destroyed if the shroud were breached.&lt;br /&gt;
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According to local legends, the Wyrd Stone brings a glorious outcome for lovers who pledge their troth here, if they each take it in turns to place a coin in the hole in the centre of the wheel and whisper a secret to the stone about their lover. As a result, it is common for young nobles to come here before they undertake a [[Dawn_culture_and_customs#The_Test_of_Ardour|Test of Ardour]], in the hope that the Wyrd Stone will lead to triumph. There is a common belief that the the coins need to be a single throne for each noble, while yeofolk must find a crown each.&lt;br /&gt;
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The Finest Hour, a circle of troubadours based out of Brightway, make a journey to collect the coins from the Wyrd Stone regularly to ensure that their presence doesn&#039;t attract bandits. During the reign of [[Emperor Nicovar]] the Senate passed a motion bequeathing the funds collected to the Sun Chamber, less the four thrones upkeep required to support the sodality, which are remitted directly to the Imperial treasury.&lt;br /&gt;
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==The Doors of the Chamber==&lt;br /&gt;
The doors are five powerful abilities that the Sun Chamber has gained over the years since its inception. They reflect power that the Chamber has accrued over many years of operation with the help of various factions, including supportive groups within the Empire as well as eternals. The name is in reference to the doors of the Sun Chamber in the Castle of Thorns, used by Empress Richilde during her reign when hosting dignitaries. Each door leads to a different part of the keep and each bore a different name - the Teacher&#039;s Door, the Merchant&#039;s Door, the Weaver&#039;s Door, the Smith&#039;s Door and the Hunter&#039;s Door.&lt;br /&gt;
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The Sun Chamber can only employ a single one of the five powers in this set each summit. If they employ one of the five points, then they cannot use any of the other points that season. In addition, once a power has been used, it cannot be used again that year.&lt;br /&gt;
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All five points reset at each Summer Solstice - at that summit, the Chamber can use any one of these five powers. Any power that is employed at a summit cannot be used again until the next Summer Solstice.&lt;br /&gt;
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===Future Wealth===&lt;br /&gt;
* &#039;&#039;&#039;Once a year, the Chamber can vote for resource upgrades to cost one wain less in a territory&#039;&#039;&#039;&lt;br /&gt;
Once each year, the Chamber can call on their links with the Church of the Little Mother to help members and former members find new ways to invest in the wealth of a single Imperial territory. Working together the sodality and the Church help to arrange apprenticeships and use their ingenuity and drive to support the expansion of [[business|businesses]] and other resources in the area. In the following season, all [[Resource#Personal_Resource|personal resources]] in the territory cost one wain less to upgrade than normal. The option to benefit from this aid is only available in the season following the summit where the Chamber elects to employ this power; the cost of any new upgrades returns to normal after that. It is never possible to stack this benefit with an equivalent benefit from another source.&lt;br /&gt;
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This ability relies on an assurance to the Church of the Little Mother that the Chamber will extract a fair price for their aid from those who benefit. They demand that the sodality make a [[senator]], or any citizen, who wants their territory to benefit in this way pay handsomely for the help. With the right organisation, the Chamber can help the occupants of a territory save a small fortune in wains of mithril, white granite and weirwood. The Church insists that the sodality ensure that their rewards reflect the benefits they are providing, otherwise they will withdraw their help.&lt;br /&gt;
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===Past Lives===&lt;br /&gt;
* &#039;&#039;&#039;Once a year, the Chamber can vote for a citizen to receive a dose of true liao&#039;&#039;&#039;&lt;br /&gt;
The Tall Oaks are a Navarr steading in [[Miaren]] many of whom were members of the Chamber years ago. The steading incorporates large gardens which are used to grow vinum to make liao and which occasionally produce true liao. When the sodality was created, members and former members of the chamber convinced Empress Richilde to grant the steading custody of one dose of true liao they produced each year, on the proviso that it would be granted to the sodality if they requested it.&lt;br /&gt;
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As a whole the steading remains wholeheartedly committed to supporting the Chamber and remain committed to providing the sodality with a dose of true liao on request. Once each year, the Chamber can request a single dose of [[true liao]] from the Tall Oaks. The Chamber can name any single member of the sodality to receive this dose - but they cannot constrain what that citizen chooses to use the liao for.&lt;br /&gt;
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In the past the Chamber have often opted to sell the dose of true liao to a wealthy supplicant, to raise significant funds to support their other activities. Where it has been used to access a past life, there is a long standing tradition, that the sodality won&#039;t choose the same member twice to receive this rare benefit.&lt;br /&gt;
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===Current Problems===&lt;br /&gt;
* &#039;&#039;&#039;Once a year, the Chamber can vote to appraise a problem they are contending with&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This a legal power of the sodality that must be announced in the Senate&#039;&#039;&#039;&lt;br /&gt;
Once each year, the Chamber can call on members and former members to look into a specific problem with a view to identifying potential solutions for the Empire to consider. One of the founding tenets of the sodality is the belief that fresh eyes can find new solutions to old problems. Rather than prize experience and tried and tested solutions, the sodality exists to encourage members to approach existing problems in new ways. The goal is to look at a problem in new ways, to see if a different approach will yield results.  &lt;br /&gt;
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Usually, members of the Chamber will work with members of the [[Appraisal#The_Prognosticators_Office|Prognosticators Office]] who can compile the information and check it carefully so that it can be presented as if it were a regular [[appraisal]]. [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]], one of the foremost appraisers in current times is known to be an admirer of the sodality and her and her team are always willing to help where they can. Members of the sodality still have to do all the hard work, but cooperating with the prognosticators office allows them to check all findings carefully and then present them through official channels.&lt;br /&gt;
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More rarely, members of the Chamber will present a summary of their findings to the [[#Counsel of the Sun Chamber|Counsel of the Sun Chamber]], to allow them to discuss the matter with members of the sodality at Anvil who can then decide what action to take. &lt;br /&gt;
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Whatever form the research takes, it does not count against the limited number of appraisals the Imperial Senate can employ, nor require the use of any the specific prognosticator teams currently employed by the office. To employ this [[Powers_of_a_sodality#Legal_Powers|legal power]], the Chamber must [[Senate announcement|announce]] the question they are looking into in the [[Senate]]. The Counsel is expected to make the announcement after the Chamber approve the resolution.&lt;br /&gt;
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===Eternal Allies===&lt;br /&gt;
* &#039;&#039;&#039;Once a year, the Chamber can vote to send a formal request for aid to an eternal&#039;&#039;&#039;&lt;br /&gt;
While Barien offers their patronage officially, it is an open secret that many [[eternal|eternals]] have a particular interest in the youth of the Empire (seen recently in the [[A_horn_resounding#Watchful_Eyes|boons offered]] to the so-called [[A horn resounding|Summer Children]] by inhabitants of all the realms). Perhaps as a consequence once each year, the Chamber can send a short message to an [[eternal]] seeking aid or a boon for the Chamber. To employ the power, the Chamber must provide the attending civil servant with a verbatim copy of their request and the name of the eternal whose aid they seek, after voting to approve it. The civil service who support the sodality will then arrange for the message to be conveyed to a creature known as &#039;&#039;Inkowl&#039;&#039; - a feathered, portly, avian servant of Barien who lives in the woods near the [[Semmerholm#Semmerstones|Semmerstones]]. Inkowl is empowered by his master as the Lord of the Crossroads to ensure the missive gets to the eternal it is intended for either directly, or through contacts with other heralds or mortal agents.&lt;br /&gt;
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Regardless of how it is done, the message is &#039;&#039;guaranteed&#039;&#039; to reach the chosen eternal, but they are free to respond as they choose. Often, they will arrange a meeting with members of the sodality - as if it were a [[Archmage#Plenipotentiary|plenipotentiary]] arranged by an [[archmage]]. Care must be taken however; this is not a true plenipotentiary and the eternal is not restricted by the rules of a [[Archmage#Parley|formal parley]]. A request for aid from the Chamber also does not carry the same weight as that of an [[archmage]] - the latter is usually treated as the designated authority in the Empire by most eternals - a position the Chamber do not have.&lt;br /&gt;
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Also unlike a plenipotentiary missive, there is no specific word limit on the message that can be conveyed. However, the agreement with Barien is that the Chamber will get help with a &#039;&#039;single&#039;&#039; specific piece of aid or assistance with a &#039;&#039;single&#039;&#039; problem. The sodality can ask for as many things as they like, but whichever eternal they request help from will only &#039;&#039;ever&#039;&#039; provide help with one thing. It is a good idea to ask for a few different things - to ensure that the eternal is powerful enough to provide the help requested, but the more things they ask for, the less control the sodality has over what assistance they are likely to receive. &lt;br /&gt;
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There is also an overwhelming expectation that the request directly benefit either the sodality itself or its members. The &#039;&#039;Iron Duke&#039;&#039; always knows what the message says; the eternal is known to be a keen supporter of the Chamber&#039;s manifesto and has been known to take a dim view of requests that seem to offer nothing to the Chamber itself. Wiley Counsel&#039;s have often ensure that their missive includes a short explanation of how the Chamber stands to gain from the aid to avoid incurring the wrath of the &#039;&#039;Master of Challenges&#039;&#039;.&lt;br /&gt;
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Most eternals will refuse to extend an invitation to meet in response to a message that simply asks to talk without saying what it is about, though they may respond in other ways. As always, by far the best way to ensure that an eternal will respond positively to a request is to be clear and explicit about what is desired. The more specific and detailed the Chamber can be, the better. Such aid is rarely free, though eternals whose goals are aligned with those of the sodality will be more amenable to helping them than others, but the more powerful the aid requested, the higher the price. &lt;br /&gt;
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The sodality can contact anyone, but a number of eternals have demonstrated a willingness to help the sodality in the past. [[Wise Rangara]] is known to take a close interest in the sodality and its members, though the eternal&#039;s aid has often come at a terrible price. One of the names of [[Irra Harah]] is the &#039;&#039;Guard of the Young&#039;&#039;, so it is perhaps no surprise that the Spring eternal is usually ready to support members of the sodality. [[Callidus]], the &#039;&#039;Prince of the Argent Tontine&#039;&#039; has previously demonstrated a willingness to lend the sodality significant sums of money on request, though that friendship would likely turn very sour if the sodality failed to meet the terms of such a loan.&lt;br /&gt;
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There is widely believed to be a fifth eternal who is a close ally of the sodality, potentially even a patron, but it is not clear who that might be. There are claims that the Chamber used to enjoy a close relationship with the [[Whisper Gallery]], but that has never been publicly confirmed. Members of the order often seemed to enjoy a good relationship with both [[Zakalwe]] and [[Roshanwe]] but both eternals deny having extended any favour to the sodality. [[Sadogua]] and [[Meraud]] certainly have an interest in young magicians, but their attention is very focused on those with an interest in the arcane arts and in both cases their support of the Sun Chamber waxed and waned. Likewise, [[Azoth]] certainly seems to be intrigued by the Academy but that eternal is known for mercurial flights of fancy and is unlikely to ever be tied down to anything as mundane as &amp;quot;patronage&amp;quot;. Whoever this fifth eternal is, they are playing their cards close to their chest.&lt;br /&gt;
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===Hidden Possibilities===&lt;br /&gt;
* &#039;&#039;&#039;Once a year, the Chamber can vote to ask members to scout a specific territory&#039;&#039;&#039;&lt;br /&gt;
Once each year, the Chamber can call on members and former members to go to a [[territory]] with explicit instructions to try and find out what they can about what is happening there. The chosen territory can be an Imperial territory, or any territory which is adjacent to a territory under Imperial control. To employ the power, the Chamber must provide the attending civil servant with the name of the territory they want to scout out, along with a short summary of what to look for if desired.&lt;br /&gt;
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The reconnaissance won&#039;t usually produce detailed information the way a [[spy network]] might, nor can the sodality create a map of a territory. But they can look for opportunities in the area that might benefit the Empire. If the chosen territory is one where Imperial armies are on campaign, or is one controlled by barbarians, then members will seek any [[opportunity]] to advance the Imperial war effort there. This will result in one or more [[opportunity|opportunities]] to use the [[Sentinel Gate]] to strike at the enemy, either attacking them directly, or else recovering valuable information.&lt;br /&gt;
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These operations rely on help from the eternal [[Barien]]. As a patron of the sodality, the &#039;&#039;Lord of the Crossroads&#039;&#039; has committed to providing members of the sodality with the assistance they need to move past enemy lines. The price of this aid, is that the Chamber commits to sending only members of the sodality on any conjunction that is identified. Such expeditions are challenging and dangerous - members of the Chamber have been killed on more than one occasion attempting some dangerous quest through the gate. But the potential benefits can be significant if the sodality triumphs, providing invaluable aid that can assist with an ongoing campaign, or damage the enemy&#039;s infrastructure.&lt;br /&gt;
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In the past, the sodality have occasionally employed Barien&#039;s aid to spy on an active danger inside the Empire&#039;s borders. The resulting efforts are equally dangerous, but can yield valuable opportunities to deal with an internal threat or gather vital intelligence about it. To succeed in this way, it is crucial for the sodality to be explicit about the threat they want members to pursue, otherwise they risk their orders being misinterpreted.&lt;br /&gt;
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==History==&lt;br /&gt;
The Sun Chamber was founded during the reign of [[Empress Richilde]]. As a [[Dawn|Dawnish noble]], Richilde was concerned that citizens who had passed their [[Test of Citizenship]] and [[Test of Arms]] should have opportunities to pass their [[Dawn_culture_and_customs#The_Test_of_Mettle|Test of Mettle]] so that they might join a [[Noble_house|noble house]]. &lt;br /&gt;
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The early Empire had become much more formalised during the reign of [[Emperor Giovanni]], and where previously titles had been appointed on merit, Richilde felt they were increasingly being offered only to those who had served long apprenticeships. The Empress disdained the idea that someone must spend years serving as the [[proxy]] for a [[senator]] or an [[General#Appoint_an_Adjutant|adjutant]] for a [[general]] before they might aspire to high office, and rarely failed to point out that many who now occupied those titles had not had to endure such trials. She spoke regularly on the lack of [[Pride]] she perceived in such sentiments and argued that it was little more than a crude attempt to hold onto power by an older generation.&lt;br /&gt;
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[[The Throne]] worked with a number of aspiring heroes of the age to create the &#039;&#039;Sun Chamber&#039;&#039;, and bequeathed it with a clear goal to empower its members and help them gain high office and to wield power within the Empire. The Chamber benefitted from the Richilde&#039;s patronage and deliberately chose the name to emphasise their closeness to the Throne. There were accusations that the Throne also benefitted from the relationship, with the sodality providing the Empress with gossip and information about goings on in [[Anvil]].&lt;br /&gt;
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The power of the Chamber grew slowly but steadily, in the decades that followed, working to secure the patronage of a number of groups as well as the support of several [[eternal|eternals]]. Unfortunately the sodality collapsed during the reign of [[Empress Britta]]. The [[Wintermark]] [[Wintermark_military_concerns#Banner-bearers|banner-bearer]] had been a member of the sodality as a youth and the charismatic Throne remained very popular with the current members of the Chamber. As a result, every member of the Chamber who could, fought alongside the Empress in [[Empress_Britta#Death_and_Legacy|the fateful battle in Skarsind]] where Britta met her death. One by one, they died fighting by her side.&lt;br /&gt;
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Following the recent work to restore the [[Rules_update_2025#Imperial_Sodalities|power and status of sodalities]], &#039;&#039;&#039;Luca and Zoria of the Zulgan Tash&#039;&#039;&#039; pushed the civil service to look into the status of the Sun Chamber. Having identified that the sodality&#039;s powers were never [[Powers_of_the_Imperial_Senate#Abrogation|abrogated]], the [[Scrutiny#Constitutional Court|Constitutional Court]] have confirmed that the Chamber is still a viable legal body with a number of important powers that it can now utilise.&lt;br /&gt;
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==Patronage==&lt;br /&gt;
The Sun Chamber currently enjoys the patronage of the eternal [[Barien]] and three notable groups of Imperial citizens.&lt;br /&gt;
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The &#039;&#039;Lord of the Crossroads&#039;&#039; is a stalwart ally of the sodality, and often lends aid with challenges and expeditions. His patronage supports the Chamber&#039;s ability to contact eternals and to scout territories in the Empire - &#039;&#039;the Traveller&#039;&#039; sends heralds to provide assistance and support. This aid does not make the efforts any easier or any safer, but it does help to identify any conjunctions that the sodality can use to gain a material benefit for the Empire. The assurance for this aid is that the sodality ensure that only members of the sodality make use of the conjunction - as &#039;&#039;Master of Challenges&#039;&#039; Barien is keen to ensure that members of the sodality risk their own lives to test their mettle.&lt;br /&gt;
{{WingedMessenger|address=Once each year during their term, the Counsel of the Sun Chamber is expected to arrange a [[Call Winged Messenger|Winged Messenger]] detailing rumours and gossip the members have uncovered to &#039;&#039;Geoffre of House Murtell at Brightway in Astolat&#039;&#039;}}&lt;br /&gt;
The &#039;&#039;Finest Hour&#039;&#039; are a group of [[Dawn|Dawnish]] [[troubadours]] who live in [[Astolat#Grovesyard|Brightway]] in [[Astolat]]. They help to maintain the [[#The Wyrd Stone|Wyrd Stone]] as well as producing complex genealogies of relationships between Dawnish nobles. Those who approve of their efforts point to the scholasticism with which they meticulously record the epic moments of people&#039;s lives; critics deride their work as little more than tittle-tattle and gossip. As assurance for their support, once a year, the Counsel of the Sun Chamber or their proxy is expected to provide the group with a [[Call Winged Messenger|winged messenger]] sent to &#039;&#039;Geoffre of House Murtell at Brightway in Astolat&#039;&#039;, detailing interesting rumours and gossip the sodality have discovered.&lt;br /&gt;
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The &#039;&#039;Tall Oaks&#039;&#039; are a [[Navarr]] [[Steading]] based in [[Miaren#Oakways|Oakways]] in [[Miaren]]. The Steading was founded by a group of young Navarr who attended Anvil together long ago during the region of [[Empress Richilde]]. According to their history, the Tall Oaks were founding members of the Sun Chamber and while it is rare for any of their descendants to attend Anvil today, the Steading remains passionately committed to supporting the sodality. The Tall Oaks maintain large gardens where they grow vinum plants to produce [[liao]] for the civil service, including a surprising amount of [[liao#True Liao|true liao]]. Most of this precious commodity is provided to the Empire, but the Steading keeps just enough to provide the sodality with a single dose each year if requested. In return, they ask only that the sodality does what it can to support the growth of civilisation in the Empire through investment, both in people and projects that advance Imperial ambitions.&lt;br /&gt;
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The Church of [[the Little Mother]] used to enjoy a close relationship with the Chamber, with complementary goals. While priests of the Little Mother invest in the future to help children better themselves, the sodality aims to empower young citizens in the hope that they can better themselves. A close relationship with the Church is essential to the sodality to allow them to help invest in the [[#Sun_Chamber#Future_Wealth|Prosperity]] of a territory. In return for their aid, the Church demands an assurance that the Chamber will ensure that they are well recompensed for their efforts by representatives of the territory they have helped.&lt;br /&gt;
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==Game Design==&lt;br /&gt;
We&#039;ve created the Sun Chamber sodality because we want to directly address the fact that Empire can be a very inaccessible game for players before they turn twenty. We have always tried to provide a range of options to actively engage younger players and we&#039;ve had some fantastic feedback on the successes of that, but once players past their Test of Citizenship and either take their Test of Arms or choose not to, that framework falls away. &lt;br /&gt;
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The hope was always that players in would be able to engage with the political game of Empire, getting involved in Conclave, the Synod and the other parts of the game as they try for Imperial titles. In practice, that assumption was hopelessly naive. While the setting asserts that anyone who has passed their Test of Citizenship has all the rights and responsibilities of an Imperial citizen, in practice, that doesn&#039;t always happen. A player who looks young will often have to deal with ageism, with people unconsciously assuming that they&#039;re not old enough or not mature enough or not experienced enough simply because of their apparent age.&lt;br /&gt;
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We want our game design to support our conduct rules and push back where practical on out-of-character prejudicial assumptions. For example, we will not tolerate someone saying that another player or character shouldn&#039;t be in the military council because of their gender or whether or not they take the battlefield. We&#039;ve had some conversations with younger players about their experiences playing the game. Drawing on their feedback, we&#039;ve created a powerful sodality with some significant in-character abilities to help address the barriers faced by players in this age group.&lt;br /&gt;
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Our goal is three-fold; first of all, we want to create a degree of equity for players who are under twenty. We want to directly bolster their political power to make the PvP game accessible on a more equal footing with other players. The sodality is aimed at players aged fourteen to eighteen, but includes the potential for players a little older and a little younger to interact with it.&lt;br /&gt;
&lt;br /&gt;
Secondly, we want to create a forum where players in our target group can engage in politics with each other - the sodality is deliberately set up in such a way as to make its inherent operation political. Deciding how and when to deploy its powers will require the same kind of politics and compromise that underpins the rest of the game. Our goal is to give members of the sodality difficult decisions to wrestle with - exactly the same as other players - but in an environment where almost nobody but them has any hard power to determine what happens.&lt;br /&gt;
&lt;br /&gt;
Finally, we wanted to create reasons that other players might want to interact with the sodality. We hope that senators, grandmasters, cardinals and characters without titles will want to approach the sodality and seek their help and support, just as they might with other political bodies in the game. Likewise, members of the sodality will have to approach these titles to advance their own goals. We really want to avoid interactions where people either give them everything they want because they&#039;re perceived as children, or else write them off and ignore them for the same reason. Instead, we hope that players will treat them as significant characters who have powers they can wield that can be employed to their advantage if they can persuade enough of them to go for it - that is to treat them as peers in the player-vs-player and player-with-player political game of Empire.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll watch the development of the sodality carefully - and listen to all feedback as always, but we hope that the Sun Chamber will serve to make the political game of Empire more accessible to more players.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial sodality]]&lt;br /&gt;
* [[The Academy]]&lt;br /&gt;
&lt;br /&gt;
* [[An old sodality]] - 387YE Summer wind of fortune re-introducing the sodality&lt;br /&gt;
[[Category:Imperial Sodality]]&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karov&amp;diff=145929</id>
		<title>Karov</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karov&amp;diff=145929"/>
		<updated>2026-10-02T15:34:25Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Skoremujac */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofKarov.png|caption=Rich heartland of the nation|title=Regions of Karov|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The rich heartland of the nation, and the wealthiest territory in terms of timber and amber, this is where most outsiders think of when Varushka is mentioned. The vales here exist among rich forests, where they have not been cleared to make way for small farms. Karov has the largest towns in Varushka, and the majority of its boyars come from this relatively civilised territory. A great deal of trade happens in Karov, with wagon trains and river barges carrying raw materials south to [[Temeschwar]] or [[Weirwater]] and north to more isolated valleys who are in need. &lt;br /&gt;
&lt;br /&gt;
Despite its settled nature, it would be a mistake to think the land is entirely tamed and great tracts of wilderness still remain, often home to particularly malignant – if quiescent – [[Varushkan_Monsters|sovereigns]]. These creatures awaken or emerge from time to time with often tragic consequences - so the [[Varushka religious beliefs|wise ones]] take care to ensure each generation remembers the warning stories about creatures whose last depredations may have been in the times of their grandparents or great-grandparents.&lt;br /&gt;
&lt;br /&gt;
Karov was one of the first places settled by the Vard during their early conflict with the Ushka. They ruthlessly cleared areas of forests to build their settlements and some of the oldest towns show clear influence of their shared heritage with the [[Steinr]] of Wintermark, especially in the west. Indeed, there are several old battlefields in western Karov where Vard and Steinr, and later Varushkan and Wintermark, clashed in the distant past long before the foundation of the Empire. A number of very old tales from Karov include two siblings who romance a stranger; the former represent Vard and Steinr, the latter the Ushka. Invariably the elder sibling wins the affection of the stranger, and the younger angrily retreats to the west. This is a highly stylised and historically dubious version of the founding of Varushka, but it is popular nonetheless.&lt;br /&gt;
&lt;br /&gt;
On the whole, the folk of Karov enjoy many of the finer things in life - good food, good drink and regular festivals. Many towns and villages in Karov employ [[stzena]], local musicians who perform at local civic events and celebrations; there are several vales here dedicated specifically to the training of stzena, and recording and preserving the music and songs of the Varushkan people.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Karov is perhaps the most peaceful of the Varushkan territories. Until [[Karsk]] fell to the [[Thule]], they had enjoyed three and a half centuries of peace. In 372YE the Thule attempted to push through [[#Malimorzi|Malimorzi]] and briefly occupied the settlement of Korotny, but they were driven back within a season by the combined forces of the [[Varushka_military_concerns#The Army of the Northern Eagle|Northern Eagle]] and [[Varushka_military_concerns#The Army of the Golden Axe|Golden Axe]]. Raiding parties still creep across the border from time to time, but for the most part Karov has been unmolested.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice 381YE, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] were completed, connecting [[#Delev|Delev]] to the rest of the Empire and allowing easier access to Varushkan goods for Imperial merchants and traders. It also provided a means for Varushkan travellers to reach some of the wealthiest cities across the Empire. 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 late 385YE, the &#039;&#039;scions&#039;&#039; of the [[eternal]] known as [[Cold Sun]] [[Things_that_burn#The_Blade_of_Skies|attacked Karov]]. The &#039;&#039;Blade of Skies&#039;&#039; emerged from a [[regio]] in the village of Bulgakov, and began a series of destructive raids across the southern territory, razing the entire vale of Olvanshka in the process. They left [[#Delev|Delev]] suspiciously untouched, and fears grew that they were intentionally allowing refugees to flee to the small city with the intent of murdering them all once they were gathered in one place. Indeed in the Spring of 386YE, the scions and Varushkan defenders clashed before the settlement in the &#039;&#039;[[Eclipse#Blade_of_Skies|Battle of the Weirwater Gate]]&#039;&#039;. The [[Northern Eagle]], [[Quiet Step]], and [[Iron Helms]] fought to defend Delev and in the end were victorious. A devastating explosion of uncontrolled [[Day magic#Force|force]] that would likely have obliterated Delev and everyone behind its walls had the Imperial heroes not disrupted their scheme.&lt;br /&gt;
&lt;br /&gt;
Parts of southern Karov remain marked by the assault of the &#039;&#039;scions&#039;&#039;, scattered with areas of dangerous black glass where nothing grows. Even more troubling is the matter of the bees - they fled Duzekani &#039;&#039;en masse&#039;&#039;. While these &amp;quot;heralds of Prosperity&amp;quot; buzz happily around the blooms of Skoremujac and Kamienczka, and across the rest of Varushka, the meadows and woodlands of Duzekani remain ominously silent.&lt;br /&gt;
{{CaptionedImage|file=Varforest2.jpg|width=300|align=left|caption=Photography by Sarah Loughlin&amp;lt;br&amp;gt;Costume: model&#039;s own}}&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Delev ===&lt;br /&gt;
The oldest and proudest of the vales that guard the road from [[the Semmerlak]] to [[Miaren#Seren|Seren]] and the south, Delev is a hub for the many smaller vales dotted around southern Varushka. It has a complex rivalry with Temeschwar, which outgrew its parent and then left the family to join the [[The League|League]]. Delev is again the foremost trading town in Karov, which suits it well. Despite the intervening centuries, there is still some bad blood between the citizens of Delev and those of Varushkan descent in Temeschwar. A particular bone of contention are the [[#The Eternal Shafts of Time|Eternal Shafts of Time]], which the Temeschwari attempted to &amp;quot;take with them&amp;quot; when they seceded. Several Karov families at least keep alive tales of treachery, ingratitude and attempted theft.&lt;br /&gt;
&lt;br /&gt;
In early 377YE a sequence of fortified watchtowers and walled camp sites was erected around Delev, and in various strategic points along the road to [[Miaren|Seren]], serving as secure bases of operation for bounty-hunters and [[Warden|wardens]] concerned with both bandit and [[Varushkan Monster#Wolves|wolves]] alike. Overseen by &#039;&#039;&#039;Henry Ward&#039;&#039;&#039;, as Senator for [[Upwold]], as part of a larger [[Senate]] initiative to [[Fortify multiple towns|provide protection]] to towns throughout the Empire, the defences were not sufficient to qualify Delev as a fortification but have already helped reduce casual outlawry throughout the territory. These were later expanded and given the name [[#The Little Boyar&#039;s Welcome|the Little Boyar&#039;s Welcome]]&lt;br /&gt;
&lt;br /&gt;
Shortly before the Autumn equinox 380YE, work was completed on the offices of the [[Overseer of the Westward Road]], a [[ministry]] dedicated to coordinating trade between western Varushka and the orcs of [[Skarsind]]. It forms the eastern arm of the [[Northern trade network]].&lt;br /&gt;
&lt;br /&gt;
Delev was also the site of the climactic battle against the &#039;&#039;Blade of Skies&#039;&#039;, an army composed of the &#039;&#039;scions&#039;&#039; of the [[eternal]] known as [[Cold Sun]]. The &#039;&#039;[[Eclipse#Blade_of_Skies| Battle of the Weirwater Gate]]&#039;&#039; saw the [[Northern Eagle]], [[Quiet Step]], and [[Iron Helms]] defended Delev, leading to the destruction of the servants of Oblivion. The battle ended in a devastating explosion of uncontrolled [[Day magic#Force|force]] that would likely have obliterated Delev and everyone behind its walls had the Imperial heroes not disrupted their scheme.&lt;br /&gt;
===The Little Boyar&#039;s Welcome===&lt;br /&gt;
Following the almost ruinous attack of &#039;&#039;scions&#039;&#039; on Delev, a timely opportunity to fortify the region was taken advantage of. The senator of Karov, &#039;&#039;&#039;Myshki Marishka Letuchaya&#039;&#039;&#039; (also known to some as the Little Boyar of Levski), [[Fortify_Delev|raised a motion]] to complete a long-forgotten building project to fortify the area. The fortification is a testament not just to its benefactor and patron, nor to the Imperial armies who saved Delev from certain destruction, but also to the Karovian people’s love for their foremost trading town. Strong walls now surround the trade hub, protecting it from external threats.&lt;br /&gt;
&lt;br /&gt;
A team of inspired crafters have adorned the outer wall of the fortification in a sprawling mural, inlaid with [[iridescent gloaming]]. It depicts the Little Boyar herself; one hand holding aloft a lantern to outshine the false light of Cold Sun, the other hand sitting on the head of a loyal, mighty warhound at her heels. Above her soars a noble, protective eagle with its wings spread wide. The homage to the armies of the Iron Helms and the Northern Eagle is clear, representing the Courage and Loyalty of Varushka’s fighting force. A more subtle nod is given to the Quiet Step; the keen-eyed notice the Boyar leaves not one set of footprints behind her, but two. This mural was later supplemented with [[387YE_Spring_Equinox_Senate_sessions#Ward_the_Little_Boyar&#039;s_Welcome|mithril wards]] designed to protect the town from the wolves of the forest, and other dark powers. This cemented Delev as a safe haven for those who had lost their homes during the attack of Cold Sun, or through the concedence of northern regions to the [[Thule]].&lt;br /&gt;
&lt;br /&gt;
The walls incorporate much of the former defence of the town. For example, great care was taken in salvaging the ruined Weirwater Gate. Pieces of twisted iron, charred wood, and stone gouged by weapons make up the new gate and entrance to the fortified town, serving as a stark warning to anyone who enters of the devastation endured and the lives lost. A plaque at the gate explains the story of the battle to visitors and lists as many names of the fallen as could be collected.&lt;br /&gt;
&lt;br /&gt;
=== The Weeping Stone ===&lt;br /&gt;
This is a great standing stone atop a mound in [[#Kamienczka|Kamienczka]] near the border with Skarsind. The stone appears melted, like the wax of a candle, as if it once stood in a limestone cave. No grass will grow on the mound, and there are several stories of unnatural disappearances in the vicinity. According to legend, roads built in the vicinity of the Weeping Stone fall into ruin with preternatural speed, and any building that can be seen from the stone is likewise doomed to fall apart. The tales say that within three years no two stones will still lie side by side, and there are enough stories of collapsed bridges, unexpected raids and disastrous fires to support this belief.&lt;br /&gt;
&lt;br /&gt;
In legends this locale is sometimes associated with the Sovereign known as the &#039;&#039;Tallowman&#039;&#039;, although this connection might simply be based on the way the &amp;quot;melted&amp;quot; appearance of the stone.&lt;br /&gt;
&lt;br /&gt;
===The [[Eternal Shafts of Time]]===&lt;br /&gt;
The Eternal Shafts of Time are a Bourse resource located in the mountains near [[#Wieliczka|Vorota]]. Custodianship of the Shafts is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 27 Imperial wains of mithril every season. The seat is allocated during the Autumn Equinox, to whichever Varushkan candidate receives the most support from Varushkan owners of [[mine]] and [[forest]] resources.&lt;br /&gt;
&lt;br /&gt;
===The Iron Roads===&lt;br /&gt;
A spur of the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] connects the town of Delev to the wider Empire, but the majority of the roads in Karov are the result of a grand building project completed shortly before the Spring Equinox 385YE. The Iron Roads were first proposed by the civil service [[Starting_at_the_end#The_Iron_Roads_of_Varushka|several years]] earlier. Much of the project involved maintaining and expanding the existing [[Varushkan Road|Varushkan roads]], especially between Delev, Olvanshka, and Kolvy. The roads were laid out with a special emphasis on providing improved access to several of the less well-known vales. At the same time, a new road was constructed along the border with [[Weirwater]], connecting Kolvy to the bustling port of Korotny. Korotny was already touched by the Crow Roads of Karsk, and the new roads allow significantly easier movement for Varushkan traders from the eastern territories into the rest of the Empire.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Duzekani===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Sun Burned&lt;br /&gt;
This lightly wooded region is where [[#Delev|Delev]] - one of the major Varushkan trade hubs - can be found. Duzekani is well-known for the fine quality of its bees, as well as for some of the best [[forest|forests]] for finding [[Materials#Iridescent Gloaming|iridescent gloaming]] in Varushka (the land is often too cold for the butterflies that produce the rare material to truly prosper). For the most part, however, the woods of Duzekani have been cleared or tamed - this is the civilised heart of the most civilised territory of Varushka.&lt;br /&gt;
&lt;br /&gt;
Duzekani bore much of the brunt of the attack of [[Cold Sun]] in late 385YE and early 386YE. It remains, scattered with areas of dangerous black glass where nothing grows. Even more troubling is the matter of the bees - they fled Duzekani en masse. By the start of Spring 387YE, there were reports that these &amp;quot;heralds of Prosperity&amp;quot; that used to buzz happily around the blooms of Skoremujac and Kamienczka, and across the rest of Varushka, were [[Outside_the_wall#The_Bee_Question|also disappearing]]. The meadows fall silent, and it is a matter of great concern.&lt;br /&gt;
&lt;br /&gt;
Around the ruined vale of Bulgakov are weirwood [[Construct_Bulgakov_Memorial|warding stakes]]. Inlaid in white granite are scenes of the courageous resistance against the Cold Sun attack by the villagers and the heroic Dawnish knights-errant who came to their defence.&lt;br /&gt;
&lt;br /&gt;
===Kamienczka===&lt;br /&gt;
The least settled region of Karov, Kamienczka has a reputation for being an unfortunate place to be born. Most of the blame is aimed squarely at the [[#The Weeping Stone|Weeping Stone]] which stands in the foothills to the west. The only vale of any great size was &#039;&#039;&#039;Olvanshka&#039;&#039;&#039;, which was home to several [[Warden]] fellowships who stood guard on the Sovereigns believed to sleep in the hills to its north and west - especially keeping watch over the [[#Weeping Stone|Weeping Stone]]. In Winter 385YE, Olvanshka was [[Things_that_burn#The_Blade_of_Skies|destroyed]] by the &#039;&#039;scions&#039;&#039; of [[Cold Sun]], burnt to ruins along with many of the wardens who fought in its defence.&lt;br /&gt;
&lt;br /&gt;
===Malimorzi===&lt;br /&gt;
The easternmost of the regions of Karov, and the one most in danger of invasion when Karsk was in the hands of the Thule. A great deal of trade comes through Malimorzi from other settlements along the shore of the Semmerlak. Much of that trade comes through the bustling port of &#039;&#039;&#039;Korotny&#039;&#039;&#039;, overseen by the [[Harbourmaster of the Semmerlak]], built on the north-western shores of the great freshwater lake that allows trade with [[Dawn]] and [[Holberg]]. It is also known for one of the largest fishing fleets in Varushka. Korotny is also known to be home to &#039;&#039;Oksana Lyava Pinavora&#039;&#039;, the spokesperson for the affiliation of wealthy Varushkans keep to [[Daylight_fading#The_Honey_Offer|purchase]] the Imperial Bourse resources that are in Varushka, especially the [[Hunt of Alderei the Fair]].&lt;br /&gt;
&lt;br /&gt;
Some of the more entrepreneurial minded inhabitants of Korotny dream of how their fortunes might rise if the [[The Barrens|Barrens]] was brought into the Empire and their vessels could trade the length of the southern rivers to [[Therunin]]. From time to time, exploratory expeditions set forth to the eastern shore, scouting lands believed to be under the thrall of the [[Druj]] or perhaps exotic foreigners. Some return with goods, tales, and a measure of pride. Most do not.&lt;br /&gt;
&lt;br /&gt;
===Skoremujac===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
Forested Skoremujac is a centre for fur-trapping and the production of both [[Materials#Ambergelt|ambergelt]] and [[Materials#Dragonbone|dragonbone]]. Much of this industry revolves around &#039;&#039;&#039;Kolvy&#039;&#039;&#039;. The locals know well that wealth attracts [[Varushkan_Monster#Wolves|wolves]] and the hunting is done subject to great care, attempting to leave as little disturbance to any slumbering horrors as can be. Today, Kolvy is primarily known outside of Karov as the site of the &amp;quot;last&amp;quot; major engagement between the Varushkan armies and the ex-slave [[orc]] forces during [[the Orc Rebellion]], and is said to be where the agitator who started the revolt lost his life.&lt;br /&gt;
&lt;br /&gt;
Northern Skoremujac is also the site of the &#039;&#039;&#039;[[Saint_of_Bees#Kvetmir_of_the_Bees|vale of Zoloto]]&#039;&#039;&#039;, a historical location for the study of bee keeping in Varushka and the birthplace (and home) of the [[exemplar]] &#039;&#039;[[The_bees_of_Kvetmir_Kvetmirovic|Kvetmir of the Bees]]&#039;&#039;. The settlements here recently returned to prominence concerning [[Saint of Bees|work done]] by the [[Highguard|Highborn]] to investigate the disappearance of bees in Varushka after the invasion of [[Cold Sun]].&lt;br /&gt;
&lt;br /&gt;
===Wieliczka===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The people of Wieliczka have the closest ties of any Varushkan to the people of the League. The fortified settlement of &#039;&#039;&#039;Vorota&#039;&#039;&#039; was once a vital guard against the people of the south, and its folk consider themselves the last vale of true Varushka on the road south. It is home to some who chose to leave Temeschwar rather than leave Varushka, and many don’t have the warmest of feelings towards the prodigal city. Indeed, when the Temeschwari ejected their criminals during the notorious Night of a Thousand Torches some of the most organised made it as far as Vorota and laid siege to the town. The settlement has been fortified of late due to the [[Jotun]] incursions in Wintermark, and the guards are even more suspicious of travellers than usual.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Myshki9694.jpg|caption=Myshki Marishka Letuchaya, Senator Karov|align=left|width=400}}--&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Karov|Territory=Karov|Season=Summer}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Karov are under the control of Varushka and by extension, the Empire.&lt;br /&gt;
* [[Mine|Mines]] in the territory benefit from the [[#The Iron Roads|Iron Roads]] and produce an extra 2 ingots each season.&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]] and produce an extra 2 measures each season.&lt;br /&gt;
* [[#The Little Boyar&#039;s Welcome|The Little Boyar&#039;s Welcome]] is a rank one [[fortification]] in [[#Duzekani|Duzekani]]&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Broker_of_Thorns&amp;diff=145921</id>
		<title>Broker of Thorns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Broker_of_Thorns&amp;diff=145921"/>
		<updated>2026-10-01T18:00:24Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* The Resource */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Broker of Thorns receives weirwood from the [[The_Barrens#Eaves_of_Peytaht|Eaves of Peytaht]] on the northern border of the [[The_Barrens#Heart_of_Peytaht|Heart of Peytaht]], which is controlled by the [[Great Forest Orcs]], in the [[Dawn|Dawnish]] [[territory]] of [[the Barrens]]. The Broker of Thorns grants an [[Imperial title]]; a seat on the [[Bourse]]; and a seasonal bounty of valuable weirwood. &lt;br /&gt;
&lt;br /&gt;
==The Resource==&lt;br /&gt;
On the northern borders of the [[The Barrens#Heart of Peytaht|Heart of Peytaht]], lies the Eaves of Peytaht, a massive grove of weirwood trees cultivated by the Great Forest Orcs. Part of the [[Great Forest of Peytaht|Great Forest]], the Eaves of Peytaht are controlled by the [[Great Forest Orcs]]&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice 387YE, &#039;&#039;Chief Vallack&#039;&#039;, leader of the Great Forest Orcs, [[Quietude#Eaves_of_Peytaht|announced]] that his people had reached a decision about what to do with the surplus weirwood harvested from the Eaves of Peytaht. &#039;&#039;&#039;Asthore Autumngale&#039;&#039;&#039;, as [[Miaren|Senator for Miaren]], raised the motion to [[387YE_Winter_Solstice_Senate_sessions#Create_Broker_of_Thorns|create]] the title during the summit, and the first election took place at the Spring Equinox 388YE for a shortened term.&lt;br /&gt;
&lt;br /&gt;
==The Bourse Seat==&lt;br /&gt;
===Responsibilities===&lt;br /&gt;
The Seat has the responsibility to work with the Great Forest Orcs if the Eaves of Peytaht is ever threatened. If any particular [[opportunity]] were to be presented by the Great Forest Orcs related to the Eaves of Peytaht, the Seat would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
====Seat on the Bourse====&lt;br /&gt;
The Broker of Thorns comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities, aside from those specific to the seat. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to [[Bourse#Role within the Empire|make a decision]].&lt;br /&gt;
&lt;br /&gt;
====Bounty of weirwood====&lt;br /&gt;
The Seat receives wains of weirwood each season from the Great Forest Orcs. They can dispense this resource as they choose. Production is 11 Imperial wains of weirwood every season.&lt;br /&gt;
{{CaptionedImage|file=Vick Dagger.jpg|caption=&#039;&#039;&#039;Vick Dagger&#039;&#039;&#039; (centre), Broker of Thorns|align=left|width=450}}&lt;br /&gt;
===Appointment===&lt;br /&gt;
As with all weirwood Bourse seats, the holder of the title is determined during the Winter Solstice. Control of the Broker of Thorns is assigned to whichever Navarr candidate receives the most support from Navarr owners of [[herb garden|herb gardens]] via the [[Tally of the Votes]]. The voting is handled by the civil servants of the Bourse.&lt;br /&gt;
&lt;br /&gt;
The Broker of the Thorns is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be [[revocation|revoked]] by the [[Synod]].&lt;br /&gt;
{{RecentElections|Broker_of_Thorns}}&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
[[Category:Bourse]]&lt;br /&gt;
[[Category:Navarr]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=145920</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=145920"/>
		<updated>2026-10-01T17:47:38Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Vale of the Sunless Depths */&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;
===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;
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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 in the Galath Fields. 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;
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===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;
&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|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>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=145919</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=145919"/>
		<updated>2026-10-01T17:45:46Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Regions */&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;
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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;
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===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;
&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>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vale_of_the_Sunless_Depths&amp;diff=145918</id>
		<title>Vale of the Sunless Depths</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vale_of_the_Sunless_Depths&amp;diff=145918"/>
		<updated>2026-10-01T17:43:56Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Sunless Depths are located beneath the town of Lomaa in [[Ossium]]. Custodianship of the Sunless Depths grants an [[Imperial title]]; a seat on the [[Bourse]]; and a seasonal bounty of valuable mithril. They were originally called the &#039;&#039;Crawling Depths&#039;&#039;, and some locals still refer to them as such, but the Imperial Senate [[384YE_Winter_Solstice_Senate_sessions#Rename_Crawling_Depths|mandated a change to their name]] to the &#039;&#039;Vale of the Sunless Depths&#039;&#039; during the Winter Solstice 384YE. The name has not really caught on outside of civil service paperwork, with the argument being that a mine underneath a town is not a vale. Most people refer to it only as the &#039;&#039;Sunless Depths&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==The Resource==&lt;br /&gt;
The Sunless Caves were [[Chilled_to_the_bone#The_Sunless_Depths|seized]] during the joint [[Dawn]] and [[Varushka]] [[382YE_Autumn_Equinox_winds_of_war#Lomaa_and_the_Sunless_Depths|conquest]] of the Druj territory of Ossium in Autumn 382YE. It is a vast mithril mine that lies below the crudely defended town of Lomaa, a testament to Druj cruelty and their embrace of fear and misery. At first commanders assumed the local name - the Crawling Depths - was just typical Druj melodramatics, but they soon discovered that the name was very literal. This was not a mine in the sense that any Imperial citizen would understand, and no Imperial miner would deign to work it.&lt;br /&gt;
&lt;br /&gt;
Rather than take the time to cut out wide shafts, supported by thick timbers, the Druj had cut hundreds of twisting passages deep underground that stretch for miles in some cases, but are rarely tall enough for a person to rise from their hands and knees. There are long stretches where the passages are so narrow that it is impossible to turn around. Only where the mithril deposits are found was any serious excavation attempted - and then only enough to get the precious metal. There was little attempt to shore up workings, and safety was clearly not a consideration for anyone. The skilled miners of Moresvah who examined the mines were deeply unimpressed with the crude Druj approach. &amp;quot;&#039;&#039;You can only carry out mining like this if you have absolutely no concern of any kind for the well being of those who work here,&#039;&#039;&amp;quot; as &#039;&#039;Vitalia Camorovic Pravin&#039;&#039; put it.&lt;br /&gt;
&lt;br /&gt;
Tragically the mines were not just a way to work mithril, but also served as a prison for those forced to toil here. The earliest galleries - long since played out - had been been converted into rough living quarters. Behind the thick iron bars placed over the passageways that lead to them the Empire discovered some five hundred slaves permanently penned there. The Druj forced them to work with a crude system of incentives - any slave could leave the pens at any time - to be allowed to crawl into the depths. They could remain there as long as they chose; when they returned they would be returned to the pens with the others but given food dependent on the amount of mithril they handed over. Incredibly none of these slaves had ever seen the light of day - they were born in the mines - and none ever possessed the slightest hope that they would ever leave. &lt;br /&gt;
&lt;br /&gt;
With the occupants of the mine freed, the skilled engineers of Moresvah were able to take a proper look at the Sunless Depths and it was clear that it had huge potential. They estimated that it could produce 28 wains of mithril a season - but only if it was completely overhauled.  Representatives of the Malinov, the Sloev and the Pravin families of Moresvah accompanying the Golden Axe are keen to offer their assistance in working the newly captured mithril mine, so it can begin producing immediately, albeit at the lower rate. The enthusiastic Varushkan miners are engaged in negotiations with many of the former slaves, dealing with those few prepared to work the mine in return for Imperial wages, as well as recruiting workers from back home prepared to endure the dreadful conditions in return for premium pay. At the very least, the Moresvah miners are slowly shoring up the tunnels to reduce the chances of a costly collapse.&lt;br /&gt;
&lt;br /&gt;
Rather than overhaul the mine, in Spring 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. With the aid of the Moresvah families, the boyars of Ossium set their own people to upgrade the mines, in exchange for being able to claim the mithril they mine from the depths. This did not change the production of the Sunless Depths as an Imperial bourse seat, but every vale in Ossium benefits from the arrangement. &lt;br /&gt;
&lt;br /&gt;
Prior to the start of 385YE, the Sunless Depths produced only 14 wains of mithril each season. With the completion of the [[Ossium#The_Iron_Roads|Iron Roads]] in Ossium, however, improved access meant they were capable of producing 16 wains each season.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Overhauling the Mine===&lt;br /&gt;
It would need a Senate [[commission]], requiring a truly massive investment to bring the mine into a fit state to be used by free people. In all it would cost 300 thrones and take two seasons to complete (although mining could continue while the work was underway). Until those improvements are complete, the mine will produce only half the normal output. The only alternative would be to continue using the mine on the current basis, but nobody has the stomach to even suggest that; the Empire are not the Druj. &#039;&#039;&#039;Note:&#039;&#039;&#039; The cost in crowns to refit the mine in this fashion &#039;&#039;would&#039;&#039; be affected by the [[Ossium#Under-developed|under-developed]] quality of [[Ossium]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Bourse Seat==&lt;br /&gt;
===Responsibilities===&lt;br /&gt;
The Seat has no particular responsibilities; they simply receive a bounty of mithril which is theirs to do with as they will. If the Sunless Depths were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the Sunless Depths, the Seat would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
===Powers===&lt;br /&gt;
====Seat on the Bourse====&lt;br /&gt;
Custodianship of the Sunless Depths comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.&lt;br /&gt;
====Bounty of mithril====&lt;br /&gt;
The Seat has control of a source of mithril and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 16 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
===Appointment===&lt;br /&gt;
As with all mithril Bourse seats, the holder of the title is determined during the Autumn Equinox. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.&lt;br /&gt;
&lt;br /&gt;
Custodianship of the Sunless Depths is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be [[revocation|revoked]] by the [[Synod]]. &lt;br /&gt;
===Special===&lt;br /&gt;
In addition to the bounty of mithril claimed by the Bourse Seat, an additional amount of mithril is produced that is distributed to the boyars of Ossium. This has generated significant good will - and as a consequence the cost to the Senate to maintain the Sunless Caves is halved from 10 thrones each season to 5 thrones.&lt;br /&gt;
{{RecentElections|Sunless_Depths}} &lt;br /&gt;
&lt;br /&gt;
[[Category:Title]][[Category:Bourse]]&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Blood_makes_noise#The_Wealth_of_Lomaa|Blood makes noise]] - the Spring 384YE Wind of Fortune that details the opportunity to share the wealth of Lomaa with the vales of Ossium.&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legacy&amp;diff=145917</id>
		<title>Legacy</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legacy&amp;diff=145917"/>
		<updated>2026-10-01T17:34:48Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* The Resource */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Legacy is located in [[Spiral#Ossuary|Ossuary]] in [[the League]] [[territory]] of [[Spiral]]. Custodianship of the Legacy grants an [[Imperial title]]; a seat on the [[Bourse]]; and a seasonal bounty of valuable mithril.&lt;br /&gt;
&lt;br /&gt;
==The Resource==&lt;br /&gt;
This vast mine complex was one of the last places in Spiral to fall to the [[Grendel]]. The mine is mostly played out, but still managed to produce a reasonable quantity of mithril for the Seat holder. When the seat was held by Urizen, the mithril was used to [[Mana_site#Upgrades|improve]] the [[mana site|mana sites]] of the magicians of the nation. As with many places that delve into the rock of the mountains of Ossuary, workers here occasionally uncovered the bones of giant creatures, buried in the deep rock - these curious finds were often considered collector&#039;s items.&lt;br /&gt;
&lt;br /&gt;
When Spiral was lost to the Grendel in 331YE, it required significant military force and the focused attention of the most powerful Urizen magic to keep the Legacy from falling into the hands of the barbarians. The garrisons there managed to retain control of the [[Territory#Regions|region]] until the disastrous [[379YE_Summer_Solstice_winds_of_war#Curse_the_Darkness|Grendel offensive]] in Summer 379YE. The [[orc]] forces struck north from their positions south of [[Spiral#Screed|Screed]], and took the defenders by surprise. They quickly overwhelmed the Urizen force, and by the time reinforcements reached them, it was already too late. The [[Sentinel|sentinels]] were able to retreat, rescuing a few survivors and escorting them north into [[Zenith]] while the Grendel troops were occupied plundering the Legacy.&lt;br /&gt;
&lt;br /&gt;
According to legend, the Legacy was part of a great gift to the Urizen people - but who gave it to them, and why, are details lost to time. The earliest stories go back to the time of Terunael, and despite the best efforts of Urizeni scholarship, no solid evidence one way or another has been uncovered. The more fanciful tales suggest the Legacy was a gift from an [[eternal]] power associated with the deep earth. Another story, more popular with historians, speaks of a vanished people that once lived the mountains above Ossuary and left the Legacy as a bequest when they departed Spiral for parts unknown. Many simply assume that &#039;&#039;both&#039;&#039; stories are fanciful, and that the Legacy takes its name from its intended role as a gift to future generations of Urizeni as yet unborn - the magicians who will eventually inherit the powerful mana sites that the mithril helps create.&lt;br /&gt;
&lt;br /&gt;
The liberation of the Legacy was obviously a matter of some concern for the Urizen people. It was eventually liberated by a heroic assault via the [[Sentinel Gate]] during Summer 380YE. Despite some concern however that the Senate might choose to [[Powers_of_the_Imperial_Senate#Allocation|allocate]] it as an Imperial resource, they instead chose to reaffirm it as a national resource in control of Urizen. &lt;br /&gt;
&lt;br /&gt;
Less than a year later, the Legacy was again captured during a [[381YE_Spring_Equinox_winds_of_war#Patterns_of_Force_.28Spiral.29|major Grendel push]] that saw Imperial forces driven back to Cinion. Then, shortly before the Spring Equinox 382YE it was again liberated by the Empire. Given the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|events following its capture]], it is likely it will remain in Imperial hands for a while at least, as the Grendel are very much in disarray in Spiral. It was duly allocated as an Urizen National Bourse position during the Spring Equinox summit.&lt;br /&gt;
&lt;br /&gt;
With the malign force currently dominating Spiral, however, there have been significant consequences for the Legacy. The mithril in the Legacy appears to shield the workers there somewhat from the influence of the awoken {{Black Plateau}}, but there are few workers prepared to make the trip to Ossuary given the recent history of the mithril mine and the constant threats. As a consequence the upkeep of the Legacy has been doubled for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
The Legacy was again captured by barbarian forces when the [[Druj]] [[383YE_Spring_Equinox_winds_of_war#Available_Light|invaded]] northern [[Spiral]] during the Spring Equinox 383YE. At some point during the peace treaty with the Grendel it was claimed from the Druj by the forces of the Broken Shore. When Spiral joined the League the Senate voted to [[385YE_Autumn_Equinox_Senate_sessions#Allocate_the_Legacy|allocate the Legacy]] as a national Bourse seat.&lt;br /&gt;
&lt;br /&gt;
==The Bourse Seat==&lt;br /&gt;
===Responsibilities===&lt;br /&gt;
The Seat has no particular responsibilities; they simply receive a bounty of mithril which is theirs to do with as they will. If the Legacy were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Legacy, the Seat would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
===Powers===&lt;br /&gt;
====Seat on the Bourse====&lt;br /&gt;
Custodianship of the Legacy comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.&lt;br /&gt;
====Bounty of mithril====&lt;br /&gt;
The Seat has control of a source of mithril and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 22 Imperial wains of mithril every season.&lt;br /&gt;
===Appointment===&lt;br /&gt;
As with all mithril Bourse seats, the holder of the title is determined during the Autumn Equinox. Control of the Legacy is assigned by open auction at the Autumn Equinox each year.  Any League citizen may bid for the title. &lt;br /&gt;
&lt;br /&gt;
Custodianship of the Legacy is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be [[revocation|revoked]] by the [[Synod]]. &lt;br /&gt;
{{CaptionedImage|file=Rafael Barossa.jpg|caption=&#039;&#039;&#039;Rafael Barossa&#039;&#039;&#039;, Custodian of the Legacy|align=left|width=300}}&lt;br /&gt;
{{RecentElections|Legacy}}&lt;br /&gt;
[[Category:The League]][[Category:Bourse]][[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:CambionDoublet.jpg&amp;diff=145806</id>
		<title>File:CambionDoublet.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:CambionDoublet.jpg&amp;diff=145806"/>
		<updated>2026-09-25T15:38:18Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Beth}}&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:CambionDoublet.jpg&amp;diff=145805</id>
		<title>File:CambionDoublet.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:CambionDoublet.jpg&amp;diff=145805"/>
		<updated>2026-09-25T15:37:51Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: Responsible1 uploaded a new version of File:CambionDoublet.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Oli}}&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_Synod_judgements&amp;diff=145804</id>
		<title>388YE Autumn Equinox Synod judgements</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_Synod_judgements&amp;diff=145804"/>
		<updated>2026-09-25T15:26:33Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Judgement 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Synod]] [[Category:Synod Results]] [[Category: Synod Judgements]][[Category: 388YE Autumn]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ align=&amp;quot;top&amp;quot;| &amp;lt;big&amp;gt;&#039;&#039;&#039;Judgement Quick Links&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
! Judgement Type&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
|[[#Change of Doctrine|Change of Doctrine]] || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Veto|Veto]] || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Statement of Principle|Statement of Principle]]|| &lt;br /&gt;
|-&lt;br /&gt;
|[[#Mandate|Mandate]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[#Writ of Consecration|Writ of Consecration]] || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Writ of Excommunication|Writ of Excommunication]] || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Proscription|Proscription]] || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Inquisition|Inquisition]] || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Sanction|Sanction]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[#Recognition|Recognition]] || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Exaltation|Exaltation]] || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Appointment|Appointment]] || &lt;br /&gt;
|-&lt;br /&gt;
|[[#Rewarding|Rewarding]] ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
During the Autumn Equinox 388YE, the Synod raised X judgements&lt;br /&gt;
&amp;lt;!--==Change of Doctrine==&lt;br /&gt;
===Judgement X===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Erasmo di Tassato&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (No-no)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; --&amp;gt;&lt;br /&gt;
&amp;lt;!--==Veto==&lt;br /&gt;
===Judgement X===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (No-yes)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Statement of Principle==&lt;br /&gt;
===Judgement 3===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ames the Amiable of the Pilgrims Guard&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Arlais, Daughter of Mari, plans to build five sinecures at Virtues Rest: four Benefactors, one for each army, and one attached to the Strategos of Highguard. Together producing 48 mana and 16 Orichalcum each season. We seek no materials; those are needed for the Grand Inspiration of the Way. We ask instead for something Highguard possesses in abundance: experience. Our nation holds generations of military knowledge, from soldiers and commanders to chaplains, apothecaries, engineers, quartermasters, and all who sustain an army beyond the battlefield. Arlais intends to break ground in Winter. Help shape the Benefactors Court at Virtues Rest. Tell us what our armies need, where lasting support matters most, and what ingenuity, experience and Virtue might achieve.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (594-0) &lt;br /&gt;
&lt;br /&gt;
===Judgement 9===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Aldwyn the Glorious&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; In order to enter this into imperial record during an inquisition conducted by Jedidiah Boon, Summer 388YE, Lofyn Bloodcloak recounted the miracle that happened when she first put on the Bloodcloak following its recovery from a century of Thule possession. Lofyn Bloodcloak felt the weight of the cloak shift, a small hole had appeared within the lining and within was found the necklace she now wears around which was wrapped the schema which allowed Lofyn to enter the Bloodcloak into Imperial Lore.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (244-0) (GM threshold 247)&lt;br /&gt;
&lt;br /&gt;
===Judgement 11===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Haleth Sigeling&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The assembly of vigilance condemns the actions of the agents of the Whisper Gallery in Tsirku. Our eyes turn north to the Grave of the Giants, to watch for signs of similar acts by agents of any Eternals acting against the Citizens of the Empire&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Withdrawn&lt;br /&gt;
*&#039;&#039;&#039;Notes&#039;&#039;&#039; The Throne applied the Custodian of Virtue to this judgment.&lt;br /&gt;
&lt;br /&gt;
===Judgement 12===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Vidarr Runebound&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Nora Falcon&#039;s Light, Grimnir and Thane of House Geris has been tireless in her legacy and dedication to the nation of Wintermark. Her efforts supporting our national celebrations have helped bring the nation a great sense of pride, our hearthfire continues to be a beacon in the darkness thanks to Nora&#039;s efforts, and she has long fought to bolster ambitions of other Winterfolk, to the betterment of our nation. Nora&#039;s work is quiet work that may oft go unsung, but is no less heroic to explore the skein and help guide the skein of others is the Kallavesi way. As such, we the Wintermark Assembly are proud to entre into the &#039;&#039;&#039;Chronicle of Heroes: Nora Falcon&#039;s Light.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (314-10)&lt;br /&gt;
&lt;br /&gt;
===Judgement 14===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Veikko Bondforger&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; In my power as Keeper of Oaths, I commit the following from Amberlain P. Black, General of the Strong Reeds, the Fire of the Marches, to the Forge of Bonds: &#039;&#039;&#039;Oath from Amberlain to Bregasland&#039;&#039;&#039; People of Bregasland! Queen Fisher and her Jotun masters have fled before our soldiers&#039; might, with and Courage. But there will always be would-be conquerors, Jarls and threats to our land, mark me. The Empire&#039;s memory may be short, but Marcher grudges and memories are long - the Reeds will not forget, and WE will never abandon Bregasland again. This I swear before the Fens and Marsh. May this oath of Loyalty be the legacy of the Strong Reeds. Bregasland stands! This is adapted from the Strong Reeds army orders from Summer 385YE&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (320 - 0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 23===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; The Way&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Mael of the Shattered Tower&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Behold: Virtue! As the Marshall of the Faith, I bid ye witness that the following were multiply commended by diverse Field Marshalls and Commanders during the battles at the last summit: Lady Nymeria Mortere, Nicassia of Phoenix Reach, Red Bramble, Artis the Unyielding, Hastur Broken Bough, and the Blades of Adelmar. The Marshal wishes to congratulate long-standing General Dame Aurum de Castellan of the Eastern Sky, The Star of Semmerholm on their retirement. A full list of commendations can be found on the citizen&#039;s notices.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (260 - 10)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Judgement 24===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lorein Otterways&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Exaltation: Velasco i Guerra, I call for your exaltation.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (260 - 10)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Mandate==&lt;br /&gt;
===Judgement 5===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Alfred Aewulfson-Boon&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Mourn should embrace its past. We send Mine-captain Jedidiah Boon with a dose of true liao to consecrate Rebellion&#039;s Ridge and call for change in the Mournwold.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (1847-360) &lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; [[Mournwold#Rebellion&#039;s_Ridge|Rebellion&#039;s Ridge]] has been conscecrated with [[true liao]] to [[Pride]] in memory of the [[The_Ore_Hills_Rebellion|Ore Hills Rebels]]. All [[personal resource|personal resources]] in the Mourn will suffer a two-rank penalty over the coming season due to the [[Rebellion%27s_Ridge#The_Tipping_Point|disruption]], but the [[mine]] owners of the Mournwold will elect its next senator.&lt;br /&gt;
&lt;br /&gt;
===Judgement 15===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Dagon Barossa of the Shattered Tower&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Virtuous build up their fellows. We send Dagon with 25 doses of liao to urge the virtuous to find a way to arrange a meeting with the Lost Weepers. Let us meet and find common ground against the Plenum.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (396 - 118)&lt;br /&gt;
*&#039;&#039;&#039;Not Enacted:&#039;&#039;&#039; No liao provided&lt;br /&gt;
&lt;br /&gt;
===Judgement 56===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Valour de Gauvain&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Let none in our Empire be left without! We send Tren Meals with 25 doses of liao to the Barrens to ensure that all that is worthwhile is shared with those who need it.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (223-0) &lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Pilgrims will travel to [[the Barrens]] to see what [[This_old_house|can be done]]. The civil service will assess the efforts of those who make the pilgrimage and present a single [[opportunity]] to restore the dignity, freedom and prosperity that the [[Imperial Constitution]] guarantees them&lt;br /&gt;
&lt;br /&gt;
===Judgement 63===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tree&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Judgement 82===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Katya Vasillova Reznikov&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Those who strive and toil deserve their just rewards. We send Katya Vasillova Reznikov with 25 doses of liao to encourage those investing in Feroz to sow the seeds of a true garden.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (209-34) &lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Afarjasse and Oranseri have lost the [[Region qualities#Abandoned|abandoned]] quality. All new commissions in [[Feroz]] will see their labour costs [[This_old_house#A Fair Wage|increased]] to four crowns a wain until no region in the territory has the [[Region qualities#Impoverished|impoverished]] quality.&lt;br /&gt;
&lt;br /&gt;
===Judgement 85===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Rafael Barossa d&#039;Apulian&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Virtuous build up their fellows. We send Rafael Barossa d&#039;Apulian with 25 liao to urge the twin cities of Tassato to reach out to the twin cities of Leen to show them the advantages of becoming part of the greatest alliance of city-states the world has even seen. Let us marry our fates together.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not Upheld (136-152) &lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This mandate was in competition with [[#Judgement 137|Judgement 137]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 103===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lita&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Judgement 107===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Rosanna Vtrachenich&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Tsirku is a wasteland full of dangers, but there is enough there for everyone to seize the opportunity and embrace prosperity. We send Rosanna Vtrachenich with 75 doses of liao to encourage the explorers of the northern nations to make the most of the coming Winter to gather the treasures of Tsirku with the aid of the virtuous.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (108-60) &lt;br /&gt;
* &#039;&#039;&#039;Not Enacted&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Mandates must achieve a greater majority to have an effect in [[Varushka]]. &lt;br /&gt;
&lt;br /&gt;
===Judgement 128===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Jared of the Suns of Couros&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Let every word you speak carry meaning! We send Jared of the Suns of Couros with no doses of liao to direct Highborn efforts to promote the Witan. Those who speak Wise words in Counsel inspire us all! &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (436-0) &lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Highborn citizens will do what they can to support the Witan; the problems [[A fork in the path|identified]] last season will take precedence.&lt;br /&gt;
&lt;br /&gt;
===Judgement 134===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Jesper&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Judgement 136===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Imperial Orc&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Task&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; A nation is much more than lines on a map. We send Firesong Galath with 15 crowns to lead a delegation of mystagogues and shamans to discover more of the ancestors of the Jotun&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (52-0) &lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; Firesong Galath will lead a group of willing orcs [[Every_day_of_your_life#Spanning_the_Abyss|in search of information and lore]] about the ancestors of the [[Jotun]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 137===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Aurelio Sanguineo Rezia di Tassato&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Nothing is beyond our grasp. We send Aurelio Sanguineo Rezia di Tassato with 25 doses of liao to urge the Bravos of the League to reach out to the Protectorate of Morajasse to find ways to persuade them of the benefits of a seat at the great game. Even the most impenetrable forest may fall one tree at a time.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (314-10) &lt;br /&gt;
* &#039;&#039;&#039;Enacted:&#039;&#039;&#039; The bravos of the League will reach out to the Protectorate of Morajasse to see what could be done to [[Any_dream_will_do#Partners_within|bring them closer]] to the League&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This mandate was in competition with [[#Judgement 85|Judgement 85]]&lt;br /&gt;
&lt;br /&gt;
==Recognition==&lt;br /&gt;
===Judgement 4===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Astrid Fjellrevening Rezia di Tassato&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Lorenzo &#039;La Volpe&#039; Macelliao von Temeschwar was Prosperous. He was Ambitious. But Pride is the virtue he held closest in his heart, and most clearly embodied in his life&#039;s work. He celebrated his successes, proclaimed his past and his home boldly in all his actions, and uplifted his nation and his Empire. &#039;&#039;&#039;Benevolence&#039;&#039;&#039;: The Empire benefits to this day from his works. The Blood Red Roads may be the biggest endeavour, now feeding the Empire&#039;s coffers directly in support of the Vallornguard. But citizens past and present in a dozen territories have personally benefited from his works in coin, mana and liao. &#039;&#039;&#039;Legacy&#039;&#039;&#039;: A dozen Great Works exist across the Empire, that he funded, designed and built. These Great Edifices Proudly display his name, his guild, and his history, reminding us we should be Proud of where we come from and our achievements. &#039;&#039;&#039;Inspiration&#039;&#039;&#039;: Even in life, the League Assembly named him an Inspiration, leading to the Colissus of Sarvos&#039; True Consecration as a Sacred Site in his honour. Travellers flock to Sarvos to see this wondrous sight and experience The Partner of Greatness for themselves. To this day, his name is synonymous with grand benevolent works. &#039;&#039;&#039;Pilgrimage&#039;&#039;&#039;: His great works included travelling the Empire to map and build the Blood Red Roads; the Legacies of Virtue, grand edifices to uplift And Inspire the virtuous in each of the territories they were built in, from Hahnmark to Casinea; as well as several Cathedrals to Pride. This make clear his journey not only to personal Virtue, but The Way as a pillar of that journey for all citizens. This assembly Recognises Lorenzo as an Exemplar of Pride.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (288-0)&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
===Judgement 1===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Cardinal of Loyalty]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Dagon Barossa of the Shattered Tower&#039;&#039;&#039; was appointed with 304 votes; Eevi Hawkheart of the Gadrai received 276 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 2===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Cardinal of Pride]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Jedediah Boon&#039;&#039;&#039; was appointed with 208 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 6===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Dawnish&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Reeve of Greenforest Fair]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Tren Meals&#039;&#039;&#039; was appointed with 196 votes; Edmund Groves received 170 votes; Berith Relieur received 22 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 18===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Watcher of Ratibor&#039;s Torch]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Vitore van Temeschwar&#039;&#039;&#039; was appointed with 192 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 21===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Virtue inquisitor|Inquisitor of Pride]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Echo of the House of the Wanderer&#039;&#039;&#039; was appointed with 162 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 29===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Dawnish&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Challenger in Waiting]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Daugon Orzel&#039;&#039;&#039; was appointed with 208 votes; Turpin de Boarwood received 114 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 33===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Guardian of the Maze of Zoria]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Illya Nikovtich Volkov&#039;&#039;&#039; was appointed with 158 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 34===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Virtue inquisitor|Inquisitor of Vigilance]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Goffredo Bertolli di Sarvos&#039;&#039;&#039; was appointed with 162 votes; Archibald received 42 votes &lt;br /&gt;
&lt;br /&gt;
===Judgement 35===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Voice of Virtue|Voice of Prosperity]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Isaia Pavone di Sarvos&#039;&#039;&#039; was appointed with 125 votes &lt;br /&gt;
&lt;br /&gt;
===Judgement 38===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Curator of the White City Museum]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Rebekah&#039;&#039;&#039; was appointed with 158 votes; Cainan received 102 votes; Micah received 38 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 39===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Courage&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Champion of Courage]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Deimos&#039;&#039;&#039; was appointed with 128 votes; Drystan Rootround received 32 votes; Thomir received 22 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 42===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Watcher of the Semmerlak]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Romand Reinetova Remislav&#039;&#039;&#039; was appointed with 106 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 43===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Dawnish&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Knight of the Greenwood]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This judgement was withdrawn as the appointment method was [[388YE_Autumn_Equinox_Senate_sessions#Amend_Knight_of_the_Greenwood|amended]] by Senate&lt;br /&gt;
&lt;br /&gt;
===Judgement 45===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Mistress of Ceremonies]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Lana Valentina de Holberg&#039;&#039;&#039; was appointed with 190 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 46===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Ambition&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Virtue inquisitor|Inquisitor of Ambition]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Lady Abreya De Lagriffe&#039;&#039;&#039; was appointed with 212 votes; Callista received 126 votes; Emrys Elyan received 42 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 50===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Conscience of the Dunnings]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Tuuli&#039;&#039;&#039; was appointed with 172 votes; Eadric received 46 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 51===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Dreamspeaker of Seren]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Oleander Dreamsreach&#039;&#039;&#039; was appointed with 136 votes; Bree received 20 votes; Joailes receives 0 votes; Wren receives 0 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 69===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Champion of Wisdom]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Palladius&#039;&#039;&#039; was appointed with 88 votes; 	Rhydian de Rondell received 58 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 95===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Nine&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Arcane Inquisitor]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Galene Netherwatch&#039;&#039;&#039; was appointed with 4 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 129===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Dawnish&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Lady of the Proffered Hand]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;	Tristan Donatien Nicholas Reynauld&#039;&#039;&#039; was appointed with 208 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 154===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Archivist of the Echoing Obelisk]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; This judgement was raised, then withdrawn, as there was insufficient time for scrutiny.&lt;br /&gt;
&lt;br /&gt;
==Inquisition==&lt;br /&gt;
===Judgment 19===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Echo of the House of the Wanderer&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; I, Echo of the House of the Wanderer, call &#039;&#039;&#039;Dagon, the Cardinal of Loyalty&#039;&#039;&#039; to inquisition regarding his relationship to Pride, oaths and the Virtue of his actions.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (162-10)&lt;br /&gt;
===Judgment 22===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Caduceur of Aureate Peak&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Tiberius Stormspire Cascade, your contributions to the work of the Conclave and Imperial magic was praised in the Hall of Worlds last season. I call you to inquisition so the virtue of these actions may be brought into light and witnessed by all. To be held in the Quaykeep Library Saturday at midday.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (104-0)&lt;br /&gt;
===Writs of Inquisition===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The following writs of inquisition were issued this summit:&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Called by&#039;&#039;&#039; || &#039;&#039;&#039;Subject&#039;&#039;&#039; || &#039;&#039;&#039;Judgement or Title&#039;&#039;&#039; || &#039;&#039;&#039;Matter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Caduceus of Aureate Peak || Tiberius Stormspire Cascade || [[#Judgement 22|Judgement 22]] || Contributions to [[Conclave]] and Imperial magic&lt;br /&gt;
|-&lt;br /&gt;
| Jurand Biezacz || Tomasi Giralo i Erigo || [[#Judgement 36|Judgement 36]] || The [[Iron Confederacy]]&lt;br /&gt;
|-&lt;br /&gt;
| The Earl of Fools || Simargl, the Empty One&amp;lt;br&amp;gt;Zlata Ruznikova Perenel, the Dread Auntie&amp;lt;br&amp;gt;Maritza Orlova Pescherapokova&amp;lt;br&amp;gt;Vaclav Mladenovich Kosti&amp;lt;br&amp;gt;Talvikaarne, The Winter Guest&amp;lt;br&amp;gt;Lutobor Branislavovich Glinka&amp;lt;br&amp;gt;Yevgeni Katzev&amp;lt;br&amp;gt;Veverica, Two threads&amp;lt;br&amp;gt;&#039;&#039;of the Circle of Zulgan-Tash&#039;&#039; || [[#Judgement 70|Judgement 70]] || Deeds dark and terrible&lt;br /&gt;
|-&lt;br /&gt;
| Oleander Dreamsreach || Syl Umbral Path || [[#Judgement 81|Judgement 81]] || [[Testimony]] of &#039;&#039;Hidden Hand&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aspar || Vespasian of Tropaion || TBC || The price he has paid and the lessons learned&lt;br /&gt;
|-&lt;br /&gt;
| Galene Netherwatch || Tyburn Natkysset, Grandmaster of the [[Shuttered Lantern]] || [[Arcane Inquisitor]] || Her long years of work with the Shuttered Lantern&lt;br /&gt;
|- &lt;br /&gt;
| Vauraus Korppitkotka || Bronimir, Senator for [[Ossium]] || [[Auditor of Senatorial Accountability]] || Mustering an army in two seasons&lt;br /&gt;
|- &lt;br /&gt;
| Amicia of the Semmerlak || Cyrus of Ebon&#039;s Hall, [[Ambassador to the Commonwealth]] || [[Chaplain Consular]] || The [[Cold Sun]] [[If_we_never_meet_again#Commonwealth|situation]]&lt;br /&gt;
|- &lt;br /&gt;
|- &lt;br /&gt;
| Kalina Jadwigowna Piosnkowa Prochnost || Katelyn Quinnell De Cordraco || [[Imperial Inquisitor]] || Her relationship with [[Eleonaris]]&lt;br /&gt;
|-&lt;br /&gt;
| Maarit Suvidottir || Magistrate Abraham || [[Virtue Inquisitor|Inquisitor of Courage]] || Technical definitions of theological terms&lt;br /&gt;
|-&lt;br /&gt;
| Eevi Hawk Heart of the Gadrai || Bakar i Riqueza || [[Virtue Inquisitor|Inquisitor of Loyalty]] || Magical guidance, especially concerning [[Madruga]]&lt;br /&gt;
|-&lt;br /&gt;
| Iniska Ashwood || Asthore Autumngale || [[Virtue Inquisitor|Inquisitor of Prosperity]] || His time as Senator for [[Miaren]], at the Winter summit&lt;br /&gt;
|-&lt;br /&gt;
| Brother Geoffrey Orchard || Eliza di Sarvos || [[Virtue Inquisitor|Inquisitor of Vigilance]] || Night activities for the Winter summit&lt;br /&gt;
|-&lt;br /&gt;
| Vera || Friþmær Sunhildsdottir || [[Virtue Inquisitor|Inquisitor of the Way]] || A [[scop]]&#039;s virtue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sanction==&lt;br /&gt;
===Judgement 7===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Jedidiah Boon&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; &#039;&#039;&#039;Vindication&#039;&#039;&#039; Lofyn Bloodcloak, you have committed yourself to the path of Pride. Along it, you have found what all Pilgrims do; the obstacles of other&#039;s doubts, the weight of your own mistakes, the blood that soaks the roads beyond Anvil&#039;s safety. Your Inspiration is written in your people&#039;s Chronicle, in the Regalia you passed to your successors. Your Legacy is to be decided by those who survive you - whether in the Schema that shares your name or the diplomatic affairs you now commit yourself to - but there is no doubt it will endure. You have shown Benevolence in your Oaths to Semmersuaq and your battle against the Jotun. The True Liao you have earned will tell us more about your soul. We live in an age of Miracles; the Schema was revealed to you by the Bloodcloak placed on your shoulders, calling your soul to an item of great worth. Something beyond our understanding occurred; declare it, lest such Miraculous events be lost to legend alone.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (206-0)&lt;br /&gt;
===Judgement 8===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Father Drakov&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; &#039;&#039;&#039;Escalation - Penance&#039;&#039;&#039; I&#039;ve examined your Virtue Sigismund. &#039;&#039;&#039;Courage&#039;&#039;&#039; - Only you stood for Field Marshall but it failed in battle. &#039;&#039;&#039;Prosperity&#039;&#039;&#039; - Your Anointing. &#039;&#039;&#039;Vigilance?&#039;&#039;&#039; - With only 6 Auxiliaries &amp;amp; 60 less citizens than expected you accepted no more runners worrying about Druj tricks. &#039;&#039;&#039;Ambition&#039;&#039;&#039; - Let you to stand before Military Council &amp;amp; Senate owning your mistakes, not excusing or hiding them. &#039;&#039;&#039;We build up, not tear down&#039;&#039;&#039;, so your Penance is as follows; 1) A Pilgrimate of Penance to Dawn, Highguard, League, Marches, Urizen &amp;amp; Varushka and Testimony from each National Assembly. 2) Military Council &amp;amp; Anvil Library get detailed recommendations so others don&#039;t repeat your mistakes 3) Sashes to mark those in command 4) Not seeking field command for 2 years 5) A priest by your side in battle &amp;amp; an Ambition Anointing for 3 years to guard your Virtue. &#039;&#039;&#039;These are the consequences of your actions, Vigilance not Vengence.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (192-38)&lt;br /&gt;
&lt;br /&gt;
===Judgment 16===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Elagabala&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Vindication. By his own admission, Brat Umbral Path is immensely dangerous, and capable of enacting immense harm very quickly and very effectively. I laud this, and acknowledge how it can and ought to strengthen our Empire. I raise it also a warning - that the experts and strategists of this Empire are always best placed to harm it. Brat embodies the point at which the virtue of Ambition meets the realm of Night - driven, cunning, subtle, manipulative, with strong intuition. He is extraordinarily well placed to be the Empire&#039;s expert in Night, and convey it to the Empire and the Empire to it. The Wise ought act as the Volhov teaches, and investigate him and that which surrounds him, to witness his triumph, and to disabuse this Empire of notions of threat. I welcome his oath to yearly inquisition, that we might understand him and his realm as it transforms. He will be a virtuous archmage - thus I vindicate him.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (132-0)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewarding==&lt;br /&gt;
===Judgment 10===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Father Drakov&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; I call for 15 Thrones to be given to Richardo Glostari di Sarvos, Armarious of the Anvil Library. This will be distributed to those who work at the Library in recognition of their work to preserve, expand and promote knowledge &amp;amp; Wisdom.  Lets reward &amp;amp; invest in this great Citizen led Anvil staple. &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld, full amount (706-538)&lt;br /&gt;
&lt;br /&gt;
===Judgment 13===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Yvonne von Apulian&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Last summit, Paris of Apulus self-funded and constructed a waystation for foreign pilgrims, extending the reach of the Way. We reward her 15 thrones in recognition of her virtuous labour.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld, full amount (1035-434)&lt;br /&gt;
&lt;br /&gt;
===Judgment 17===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Elagabala&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Imperial Synod rewards Auntie Armand Mariyavich Remislav 15 thrones to be used as they see fit to reward the immense Courage of the Winter magicians of Varushka they led in destroying the Sumisev Peegel, a regio corrupted by the Cold Sun to emit radiation that could have killed every magician present. The destruction was prepared for alone and funded out of pocket for the protection, betterment, and Prosperity of the souls Volodmartz, who stood endangered by this active threat. Their actions stand as prefect examples of the hallowings of Permion, Inga Tarn, and Isaella&#039;s Resolve - to fear not death, and to confront and defeat dangers, for they knew it was the right thing to do.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed (463-558)&lt;br /&gt;
&lt;br /&gt;
===Judgment 20===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Chantecleer Words&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Claude Deeds discovered that the ghost of Theodric Mooting, the legendary scop of Wintermark, had been trapped at the threshold of Sydanjaa for more than three hundred years, unable to pass through the Labyrinth. Claude led a band to Warriors Gate to free Theodric&#039;s soul so he could pass through the Labyrinth. She heard the scop&#039;s final tale. Heroes of Wintermark were able to recover his last remains - his drum - and so laid him to rest in Kallavesa. This quest was the result of years of research on Claude&#039;s part including careful negotiation with the Winter realm, incurring much personal cost. We reward Claude 10 thrones for her Virtuous deeds: her Wise discoveries, her Loyalty to a legend.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (629-514)&lt;br /&gt;
==The Virtue Fund==&lt;br /&gt;
At the start of the Autumn Equinox 388YE summit, the Virtue Fund stood as follows:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;83 thrones, 6 crowns, 14 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total donations made were:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;52 thrones, 4 crowns, 17 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total amounts carried forward to the next summit were:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;52 thrones, 4 crowns, 17 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations received prior to the start of the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 9 thrones, 6 crowns at the various [[Rewarding#Counting Houses|counting houses]]&lt;br /&gt;
* 6 wains of mithril, 8 wains of white granite and 8 wains of weirwood from [[The_greatest_plurality#One_Empire|various donations]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of Rewardings made at the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 15 thrones to &#039;&#039;&#039;Yvonne von Apulian&#039;&#039;&#039; following [[#Judgement 13|Judgement 13]] being upheld (margin 601)&lt;br /&gt;
* 8 wains of white granite to &#039;&#039;&#039;Athiel Westernborn&#039;&#039;&#039; following [[#Judgement 32|Judgement 32]] being upheld (margin 495)&lt;br /&gt;
* 6 wains of mithril to &#039;&#039;&#039;Hildelith Kaukosdottir&#039;&#039;&#039; following [[#Judgement 37|Judgement 37]] being upheld (margin 463)&lt;br /&gt;
* 40 thrones to &#039;&#039;&#039;Aster Aceae&#039;&#039;&#039; following [[#Judgement 31|Judgement 31]] being upheld (margin 220)&lt;br /&gt;
* 15 thrones to &#039;&#039;&#039;Nikolovich Drakov&#039;&#039;&#039; following [[#Judgement 10|Judgement 10]] being upheld (margin 168)&lt;br /&gt;
* 8 wains of weirwood to &#039;&#039;&#039;Lydus&#039;&#039;&#039; following [[#Judgement 108|Judgement 108]] being upheld (margin 154)&lt;br /&gt;
* 10 thrones to &#039;&#039;&#039;Chauntecleer Words&#039;&#039;&#039; following [[#Judgement 20|Judgement 20]] being upheld (margin 115)&lt;br /&gt;
* 3 thrones, 6 crowns, 14 rings to &#039;&#039;&#039;Dagonet&#039;&#039;&#039; following [[#Judgement 28|Judgement 28]] being upheld (margin 52)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations made during the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 51 thrones for the Bourse dose of True Liao from &#039;&#039;&#039;Damiàn i Martàn i Erigo&#039;&#039;&#039;&lt;br /&gt;
* 6 crowns from &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;&lt;br /&gt;
* 3 crowns, 16 rings from &#039;&#039;&#039;Leonardo i Del&#039;Toro i Riqueza&#039;&#039;&#039;&lt;br /&gt;
* 2 crowns from &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039;&lt;br /&gt;
* 1 crown from &#039;&#039;&#039;Berith Relieur&#039;&#039;&#039;&lt;br /&gt;
* 1 ring in small donations&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Doses of True Liao==&lt;br /&gt;
&lt;br /&gt;
Six doses of [[Liao#True Liao|True Liao]] were disbursed this summit:&lt;br /&gt;
* One dose to &#039;&#039;&#039;Vesna Borkovna Prochnost&#039;&#039;&#039; as [[the Throne]]&lt;br /&gt;
* One dose to &#039;&#039;&#039;Hazelelponi of the Shattered Tower&#039;&#039;&#039; as [[Lepidean Librarian]]&lt;br /&gt;
* One dose to &#039;&#039;&#039;Damiàn i Martàn i Erigo&#039;&#039;&#039; by purchase in the [[Public auction|Public Auction]]&lt;br /&gt;
* One dose to &#039;&#039;&#039;Corwyn Heartsbane&#039;&#039;&#039; by decision of the Gatekeepers&lt;br /&gt;
* One dose to &#039;&#039;&#039;Adel de Ordraig&#039;&#039;&#039; by decision of the Gatekeepers&lt;br /&gt;
* One dose to &#039;&#039;&#039;Belmarie de Courtenay Wyldrose&#039;&#039;&#039; by decision of the Gatekeepers&lt;br /&gt;
&lt;br /&gt;
==Assembly Strength==&lt;br /&gt;
The table below shows the size, total voting strength and greater majority thresholds for each assembly as calculated at the start of the summit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;&amp;quot;col&amp;quot;&amp;quot; style=&amp;quot;&amp;quot;width: 320px;&amp;quot;&amp;quot; | Virtue Assembly&lt;br /&gt;
! Assembly Size&lt;br /&gt;
! Total Voting Strength&lt;br /&gt;
! Greater Majority Threshold&lt;br /&gt;
|-&lt;br /&gt;
|Ambition    || 42 || 550 || 276&lt;br /&gt;
|-&lt;br /&gt;
|Courage    || 40 || 514 || 258&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty    || 63 || 888 || 445&lt;br /&gt;
|-&lt;br /&gt;
|Pride    || 40 || 492 || 247&lt;br /&gt;
|-&lt;br /&gt;
|Prosperity    || 35 || 413 || 207&lt;br /&gt;
|-&lt;br /&gt;
|Vigilance    || 43 || 480 || 241&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom    || 39 || 472 || 237&lt;br /&gt;
|-&lt;br /&gt;
|The Way    || 53 || 584 || 293&lt;br /&gt;
|-&lt;br /&gt;
|General    || 355 || 4393 || 2197&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;&amp;quot;col&amp;quot;&amp;quot; style=&amp;quot;&amp;quot;width: 320px;&amp;quot;&amp;quot; | National Assembly&lt;br /&gt;
! Assembly Size&lt;br /&gt;
! Total Voting Strength&lt;br /&gt;
! Greater Majority Threshold&lt;br /&gt;
|-&lt;br /&gt;
|Brass Coast    || 19 || 228 || 115&lt;br /&gt;
|-&lt;br /&gt;
|Dawn    || 57 || 750 || 376&lt;br /&gt;
|-&lt;br /&gt;
|Highguard    || 71 || 938 || 470&lt;br /&gt;
|-&lt;br /&gt;
|Imperial Orcs    || 6 || 66 || 34&lt;br /&gt;
|-&lt;br /&gt;
|League    || 41 || 508 || 255&lt;br /&gt;
|-&lt;br /&gt;
|Marches    || 22 || 258 || 130&lt;br /&gt;
|-&lt;br /&gt;
|Navarr    || 33 || 401 || 201&lt;br /&gt;
|-&lt;br /&gt;
|Urizen    || 32 || 350 || 176&lt;br /&gt;
|-&lt;br /&gt;
|Varushka    || 35 || 424 || 213&lt;br /&gt;
|-&lt;br /&gt;
|Wintermark    || 39 || 470 || 236&lt;br /&gt;
|-&lt;br /&gt;
|General    || 355 || 4393 || 2197&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Anchor the Way in Asavea==&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the list of contributions made to Anchor the Way in Asavea.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{CommissionProgress|Anchor_the_Way_in_Asavea}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Feroz&amp;diff=145802</id>
		<title>Feroz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Feroz&amp;diff=145802"/>
		<updated>2026-09-25T13:09:17Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Morajasse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofFeroz.png|title=Southernmost of the Freeborn territories, lush but threatened by barbarians over land and sea|caption=Regions of Feroz|align=left|width=500}}[[Category:Gazetteer]][[Category:Imperial Territory]][[category:The Brass Coast]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
Feroz is the southernmost territory of the Brass Coast, and like [[Madruga]] to the north has both isles and coastline. Here the climate is warm and humid, perfect for the cultivation of different plants. This is the home of the fabulous spice gardens of Feroz, a source of great revenue for the people of this territory. The seas are more treacherous here, and the south and the west are constantly threatened by barbarians by land. As a result, many armed merchants patrolled the seas, and groups of young warriors journeyed along the borders, fighting skirmishes against jealous foes.&lt;br /&gt;
&lt;br /&gt;
There is a traditional rivalry between the families of Feroz and those of Madruga. The northern territory was the first settled when the Freeborn [[The_Brass_Coast_history#The_Conquest_of_the_Coast|left Highguard]], and there is a popular stereotype that the people who live there are &amp;quot;stuck up&amp;quot;. This stereotype is more humorous than hateful - the Freeborn move around too much to allow such prejudice to root itself too firmly in their psyche. Still, if a citizen of Feroz wants to insult a citizen of Madruga, they will fall back on accusations of arrogance and an over-reliance on tradition.&lt;br /&gt;
&lt;br /&gt;
Some of the finest [[Surgical skills#Apothecary|apothecaries]] on the Brass Coast once lived in Feroz - the art of [[potion]] making has been studied here for centuries and even after two years of occupation by the Grendel it is still home to a great many [[herb garden|herb gardens]]. The mainland is a criss-cross patchwork of [[farm|farms]] and small settlements. At the height of its prosperity, a great deal of the food and drink consumed on the Brass Coast was produced here and exported to other Freeborn territories.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, in recent years the territory has been hit by disaster after disaster. Repeated raids by the Grendel eventually gave way to a concerted invasion, and while it was pushed back, the barbarian of the Broken Shore did not abandon their ambition to conquer Feroz. In 383YE, a [[Ratify treaty with the Grendel Autumn 383YE|peace treaty]] ceded the territory to the invaders, and saw the vicious, greedy, and tyrannical &#039;&#039;Governor Rahab&#039;&#039; establish his dominion over Feroz. The Freeborn organised a [[The power behind our moves|grand evacuation]] that saw much of the population escape Rahab&#039;s hungry grasp and resettle elsewhere in the Coast, but the move came at a price. When the treaty ended, and the Grendel were (mostly) driven out, Feroz was left abandoned, wrecked, and heavily underpopulated, its former residents preferring to stay with the new lives they had built elsewhere rather than return. Worse, the [[#Cazar Straits|Cazar Straits]] were taken by the [[Children of Wrecks]], transformed into a stronghold for the servants of the eternal [[Siakha]]. They in turn were supplanted towards the end of 387YE by the [[Iron Confederacy]], who drove out the Wreckers and claimed the island for themselves.&lt;br /&gt;
&lt;br /&gt;
On the mainland, the situation is a little better, but what was once one of the richest Freeborn territories still struggles with the weight of two years of exploitation by a money-hungry tyrant, and what many see as its abandonment by the Empire.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Being on the [[Bay of Catazar]], Feroz has always been under threat from the [[Grendel]] [[orc|orcs]]. In Spring 383YE, the orcs [[383YE_Spring_Equinox_winds_of_war#Spindrift|launched a naval invasion]], capturing [[#Oranseri|Oranseri]] and the [[#Cazar Straits|Cazar Straits]] in short order and making significant inroads into [[#Fontargenta|Fontargenta]]. The Grendel installed a grizzled old orc named &#039;&#039;Lord Rahab&#039;&#039; as overseer of the conquered land; he took up residence in the offices of the [[Scorrero Nets]] and quickly set about attempting to bring the rest of Feroz under his control. Part of their plan appeared to involve the ghosts of the [[#Isle of the Osseini|Isle of the Osseini]], but the scheme was countered by Imperial heroes travelling through the [[Sentinel Gate]] to exorcise the spirits and defeat the Grendel seeking to make use of them.&lt;br /&gt;
&lt;br /&gt;
Undaunted by the loss of their supernatural weapon, the orcs kept up their assault. By Summer 383YE, they [[383YE_Summer_Solstice_winds_of_war#The_World_is_Not_Enough|sought to consolidate their gains in Fontargenta]]; they were opposed by [[Navarr]] and [[the Marches|Marcher]] [[Army|armies]], who held the Grendel at the town of [[#Fontargenta|Bramar]] for two days before being forced to retreat. They were able to slow the Grendel advance, however, leaving the orcs bogged down in Fontargenta and unable to press inland. &lt;br /&gt;
&lt;br /&gt;
Following the engagement in Fontargenta, and battling under a powerful supernatural storm, the Grendel [[383YE_Autumn_Equinox_winds_of_war#Bronze|brought even more force]] to bear in the territory. While the Imperial armies were reinforced by [[Highguard|Highborn]] troops, the orc navies disgorged a great host of their own warriors. The fighting was bitter, but in the end Fontargenta fell - and as Fontargenta fell, so fell Feroz. While [[#Morajasse|Morajasse]] and [[#Afarjasse|Afarjasse]] remained free, the Grendel forces continued to mass along the coast. &lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox 383, the [[Senate]] [[Ratify_treaty_with_the_Grendel_Autumn_383YE#Treaty|ratified a peace treaty]] with the Grendel. Presented by the [[Imperial Fleet Master]], among other things it [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the two remaining regions of Feroz to the Grendel, albeit with provisions allowing Imperial citizens still in Morajasse and Afarjasse to withdraw to safety. Following the Equinox, Lord Rahab&#039;s forces spread out quickly to bring the two western regions under his control; Feroz was now [[To_curb_those_raging_appetites|completely under Grendel control]].&lt;br /&gt;
&lt;br /&gt;
Just before the Autumn Equinox 386YE, the Imperial forces reconquered [[Glass_and_flame| reconquered Feroz]]. Possession of the territory is complicated by [[Children_of_Wrecks|Children of Wrecks]] as well as the remnants of the Grendel. Feroz has been run into the ground by Lord Rahab, eager to extract every drop of profit from the place, and it requires significant investment to return the territory to even a fraction of its former wealth.&lt;br /&gt;
&lt;br /&gt;
In 386YE, the [[Senate]] commissioned an [[appraisal]] of Feroz that laid out many of the challenges presented by the newly reclaimed territory, and some potential solutions. Details are contained in the &#039;&#039;&#039;[[Send_for_me#State_of_Feroz|Send for me]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
===Oran===&lt;br /&gt;
The largest and most prestigious port was Feroz is Oran, on the northern coast of [[#Oranseri|Oranseri]]. Across the bay from billowing [[Madruga#Siroc_(Ruined)|Siroc]] this thriving port specialised in high-value products such as fine wines and spice mixes. Unsurprisingly, given its position, for most of its history it has engaged in low-key economic warfare with its larger cousin to the north - Oran notably has cheaper dock fees than Siroc, and a number of entrepreneurs prefer to operate here as a consequence. It is especially welcoming to those merchants who are just starting out, and has a reputation for being more energetic than its competitors to the north and south. This energy has been significantly boosted by construction of the only open [[#The Temple of Balo and the Black Bull|Asavean Temple]] in the entire Empire; the surge of [[Asavean Archipelago|Asavean]] ships visiting Oran saw the town expand significantly to become the largest trading port in Feroz.&lt;br /&gt;
&lt;br /&gt;
In Spring 383YE, however, Oran was [[383YE_Spring_Equinox_winds_of_war#Spindrift|conquered by the Grendel]]. An orc governor, Lord Rahab, chose the town as the site for his court, converting the offices of the [[Scorrero Nets]] to his personal use. Among other things, this invasion saw the collapse of the [[Broken Shore Bounty]], the Scorrero Nets falling into orc hands, and the Temple of Balo and the Black Bull sealing its doors against the orcs while offering sanctuary to Freeborn families. Following the treaty signed during the Autumn Equinox, the Grendel opened Oran as a port [[Everything_has_a_price#A_New_Destination|available to Imperial captains]]. This situation persisted until the peace treaty ended, and war with the Grendel resumed.&lt;br /&gt;
&lt;br /&gt;
After the Summer Solstice 386YE, Imperial forces swept into Oranseri to liberate the territory from the Grendel. They [[Glass_and_flame#The_Siege_of_Oran|laid siege]] to Oran, and were quickly victorious. The [[Below_the_thunders#Objective:_Eliminate_Governor_Rahab|recent death of Governor Rahab]] in battle with the Empire&#039;s heroes left the garrison demoralised and disorganised. It was a grievous victory, however. The fighting that raged through the town, the overwhelming assault, the barrage of catapult stones, all contributed to the fact that many of the buildings have been left in ruins, and many more damaged. A fire at the docks threatened to spread through the town and only the valiant actions of League soldiers managed bring it under control. Barely a year later the town again came under serious attack, this time by the Children of Wrecks. Without the [[A_circle_sewn_with_fate#The_Battle_of_Oran|prompt action]] of the [[orc|orcs]] from the [[#Protectorate of Morajasse|Protectorate of Morajasse]], Oran again might have been destroyed. As it is, the town remains intact but in a sadly impoverished state.&lt;br /&gt;
&lt;br /&gt;
Following the proposal put forward in 386YE, efforts have been made to [[Send_for_me#Wharfage_of_Oran|rebuild Oran]]. A new [[Corsair of Oran|wharfage]] was established, overseen by the [[Corsair of Oran]]. As well as bringing a little prosperity to the town, it provides a safe harbourage to corsair vessels, especially those belonging to families displaced from the Cazar Straits.&lt;br /&gt;
{{Anchor|The Temple of Balo and the Black Bull}}&lt;br /&gt;
&lt;br /&gt;
===Temple of Balo and the Black Bull===&lt;br /&gt;
During the Spring Equinox 380YE, permission was granted to the people of the [[Asavean Archipelago]] to construct a major temple to their gods in [[#Oranseri|Oran]]. Initially, construction was expected to be completed shortly before the Autumn Equinox 380YE, but the temple did not actually open its doors until shortly before the Spring Equinox 381YE. The town is seeing an influx of Asavean shipping bringing white granite and architects to the Brass Coast, as well as throwing crowns around like water to secure local labour to complete their project. Relations between the people of the Empire and the priests of Asavea are monitored by &#039;&#039;[[El oficial de enlace imperial con los sacerdotes de Balo y el toro negro]]&#039;&#039; (&amp;quot;The Imperial intermediary to the priests of Balo and the Black Bull&amp;quot;), who among other things is able to [[ministry|buy Asavean goods]] at a reduced price. During the Summer Solstice 380YE, the Assembly of Nine supported Abaddon de Rondell in [[Temple_of_the_bull#Resolution|denouncing]] the temple as an idolatrous affront, making it significantly harder for the Asaveans to find labourers prepared to work on the construction and both delaying its completion and laying a significant economic burden on the foreign priests.&lt;br /&gt;
&lt;br /&gt;
The temple remained extremely controversial among Imperial priests. When Oran fell to the Grendel, however, the priests at the temple [[383YE_Spring_Equinox_winds_of_war#Sand|offered sanctuary]] to a number of Freeborn families in spite of Governor Rahab&#039;s unhappiness. Several of those families were ultimately smuggled to safety in Madruga. Despite this, however, it was clear that the Asaveans were happy to work with the new owners of Oran - there were rumours that they quickly recognised a Grendel as the [[Imperial Delegate to the Temple in Feroz|Delegate to the Temple in Feroz]]. This situation was further exacerbated by the Summer 383YE [[Through_my_sails#Ruined_Buildings|attack]] on the &amp;quot;sister temple&amp;quot; to the Black Bull, the temple of the Way in Nemoria.&lt;br /&gt;
&lt;br /&gt;
When Oran was [[Glass_and_flame#The_Siege_of_Oran|liberated from the Grendel]] in 386YE Autumn, the priests surrendered &#039;&#039;en masse&#039;&#039; and [[Glass_and_flame#Game_Information_:_Asavean_Diplomacy|asked to be repatriated]] back to the Archipelago. As of the winter of 387YE, the temple still stands but without tenants. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; More details on the construction of the Temple of Balo and the Black Bull can be found in the winds of fortune, specifically [[Seven_lords_of_virtue#Temple_of_Bahlo_and_the_Black_Bull|Seven lords of virtue]], [[Those who worship#The Black Bull|Those who worship]], and [[Distant deeps]].&lt;br /&gt;
===Celesti Lighthouse===&lt;br /&gt;
{{CaptionedImage|file=Oran_by_the_Sea.jpg|caption=The Celesti Lighthouse sits high on the headland overlooking Oran.|align=right|width=400}}&lt;br /&gt;
Situated near the farthest tip of the [[Feroz#Oran|Oran]] peninsula, at one of its highest points, is the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti lighthouse]]. Nearly five hundred feet tall - a wonder of the Empire that once rivalled the [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]] of [[Madruga]] - it was originally commissioned as part of the massive investment in coastal ports and defences during the reign of [[Emperor Barabbas]]. Intended to serve both as a navigation aid and to keep a watch for signs of [[Grendel]] ships, the structure was much larger than it needed to be - making it an object of ribald fun for satirists and humourists around the Bay of Catazar. Barabbas planned to have the lighthouse lit in a dramatic display as his great armada sailed past on its way to conquer Attar but due to overspending and delays, construction hadn’t yet started on the complex beacon, and only the tower itself was finished.&lt;br /&gt;
&lt;br /&gt;
Following the destruction of the Barabbine Fleet, funding for coastal projects abruptly ceased, and there was little Senate interest in completing what was largely seen as one of the late Throne&#039;s great follies. In 380YE, however, &#039;&#039;&#039;Ahraz i Guerra&#039;&#039;&#039; of the Celesti - the hakima who tended the empty tower - raised the money necessary to complete the beacon. For several years, the golden light of the Gilded Peaks shone out across the Bay, welcoming travellers to the Brass Coast, and providing a vital navigation aid for those attempting to traverse the isles and sandbanks of [[Feroz#Cazar Strits|Cazar]]. The &amp;quot;Celesti Lighthouse Keeper&amp;quot; was charged with maintaining the tower; keen to promote trade with the newly opened foreign ports in the [[Principalities of Jarm]]. Sadly, when Feroz was conquered by the [[Grendel]], and ceded to the [[orc|orcs]] by the subsequent [[Ratify_treaty_with_the_Grendel_Autumn_383YE#Treaty|peace treaty]], the lighthouse came under the dominion of the ruthless and avaricious &#039;&#039;Governor Rahab&#039;&#039;. Who promptly wrecked it.&lt;br /&gt;
&lt;br /&gt;
In 387YE, the lighthouse was restored to its former glory; or more properly surpassed it. Rebuilt, it was furnished with a unique lamp incorporating a boon of [[Kimus]] called the &#039;&#039;watchstone&#039;&#039;. The light is now unquenchable, but more than that it ensures that everyone on the Bay of Catazar is aware of exactly where the lighthouse is even if they cannot see it. It has both boosted the morale of the corsair families, and sent a defiant message to the enemies of the Brass Coast. More even than that, the magical lamp has a [[Celesti_Lighthouse_Keeper#Light_in_the_Storm|potent connection]] to the new lighthouse keeper that may help keep the Freeborn safe from future attacks against their coast.&lt;br /&gt;
{{Anchor|Protectorate of Morajasse}}&lt;br /&gt;
&lt;br /&gt;
===Mora&#039;s Rock===&lt;br /&gt;
Built as part of the grand project to create [[fortification|fortifications]] across the southern Empire in response to the threat of the [[Grendel]], Mora&#039;s Rock in [[#Morajasse|Morajasse]] was completed in the months following the [[383YE_Spring_Equinox_winds_of_war#Bravado|invasion of 383YE]]. The fortification squats above the town of Mora, guarding against invasion from [[Segura]], and providing garrisons and scouts who can offer resistance to assaults from the sea. &lt;br /&gt;
&lt;br /&gt;
When Morajasse was ceded to the Grendel in Autumn 383YE, they took control of the fortification and later expanded it significantly. The fortification resisted the [[Glass and flame|liberation]] of the territory, and as of the beginning of 387YE remains under the control of the Grendel. The garrison is led by &#039;&#039;[[Glass_and_flame#The_Shadow_of_Mora&#039;s_Rock|Commander Gallum Fiersach]]&#039;&#039;, ably supported by his partner, the &#039;&#039;Wind Lord Saoirse&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The garrison there includes a warband of veteran [[Elite_Grendel_troops#The_Stone_Born|Stone Born]], and the remainder appear to be very experienced soldiers. These Grendel are enemies of the Empire, obviously, but that did not prevent them acting to [[A_circle_sewn_with_fate#The_Battle_of_Oran|protect Oran]] from the Children of Wrecks in early 387YE. In the Summer of that year, the Senate [[387YE_Summer_Solstice_Senate_sessions#Recognise_Protectorate_of_Gallum_Fiersach|recognised the Protectorate of Morajasse]] as foreigners, as long as they remained independent of the Grendel. While there is still tension between the Freeborn and the orcs many see as occupying Morajasse, for now at least Gallum Fiersach&#039;s forces seem content to keep to their castle, apart from regular patrols along the borders of Feroz aimed at protecting the territory from the Children of Wrecks - and the Iron Confederacy.&lt;br /&gt;
===The Spice Gardens of Feroz===&lt;br /&gt;
In western [[#Morajasse|Morajasse]] stand the legendary Spice Gardens of Feroz - a set of heavily-walled enclosures covering several acres where the finest spices in the Empire are grown. A rich source of trade for whoever controls the gardens, the [[Imperial title]] of [[Keeper of the Spice Gardens]] has changed hands between families only a handful of times in the last few centuries, and the bargaining leading up to a new appointment has regularly involved the whole nation.&lt;br /&gt;
&lt;br /&gt;
The peace treaty of Autumn 383YE that ceded control of Morajasse to the Grendel saw the Spice Gardens fall into the hands of the orcs. The Grendel appreciate fine spices as much as any Freeborn so the evidence is that they did not harm the legendary Gardens - but for many Freeborn the idea of their beautiful spice gardens being operated by Grendel slaves was particularly heinous. With Governor Rahab dead and Feroz liberated, the Spice Gardens remain out of Imperial hands as part of the [[#Protectorate of Morjasse|Protectorate of Morajasse]].&lt;br /&gt;
&lt;br /&gt;
==Lost and Ruined==&lt;br /&gt;
{{anchor|Shantarim}}&lt;br /&gt;
===Shantarim (ruined)===&lt;br /&gt;
In the southern islands of the [[#Cazar Straits|Cazar Straits]] the town of Shantarim was one a [[corsair]] stronghold. The families were are known to engage in fierce competition with their northern rivals, not only in Madruga but also in [[#Oranseri|Oranseri]] and even the other islands of the Straits. Smaller than the town of Cazar, Shantarim had a reputation for being somewhat less cosmopolitan than the other towns of Feroz - visitors from mainland families sometimes encounter prejudice and suspicion. The families of Shantarim more than made up for their relatively small size with the enthusiasm with which they opposed the orcs of the Broken Shore. &lt;br /&gt;
&lt;br /&gt;
Prior to the [[Ratify treaty with the Grendel Autumn 383YE|peace treaty]] of 383YE, they were loud supporters of the [[Freeborn Storm]], and the various raids against the Grendel. The signing of the peace treaty with the southern orcs tied their hands, making it illegal to fight the Grendel, which became been a major source of dissension in Shantarim.&lt;br /&gt;
&lt;br /&gt;
Towards the end of the ceasefire secured by the treaty, in 385YE, Shantarim was attacked and wrecked. Warships of the [[Asavean Archipelago]], allies of the Grendel occupation, engaged in a campaign of destruction across the Cazar Straits, and along with the Isle of the Osseini, Shantarim bore the brunt. Many corsairs who had endured the occupation of the Grendel were slain, and the town was looted and left in ruins. When the Children of Wrecks arrived, there was precious little left for the to wreck. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Justicars&#039;&#039;&#039;&amp;lt;br&amp;gt;The priests who previously lived on the Isle of the Osseini called themselves &#039;&#039;justicars&#039;&#039;. Specialist exorcists and inquisitors in the pre-Imperial history of the Brass Coast, they specialised in driving out malign spirits or cleansing unpleasant auras from people, places and objects. Never particularly populous, their sanctuary on the Isle of the Osseini was all but wiped out by the Grendel. A handful remained elsewhere, and during the Autumn Equinox 383YE the Freeborn assembly [[383YE_Autumn_Equinox_Synod_judgements#Judgement_22|called on them to come together to preserve their traditions]]. A small enclave of justicars was established on the Isle of Osseini at the sufferance of the Grendel. Unfortunately, when Asavean warships went on a rampage in 385YE, the first place they attacked was this enclave, putting the priests to the sword and burning the enclave. When the Children of Wrecks arrived, the Grendel magicians still left on the island fled back to the Broken Shore. As far as anyone knows today, the island is abandoned.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Isle of the Osseini}}&lt;br /&gt;
===Isle of the Osseini (Ruined)===&lt;br /&gt;
At the southern tip of the [[#Cazar Straits|Cazar Straits]], the island was known for its heavy sea fog, its ghosts, and for a small sect of Freeborn priests famed for their knowledge of the arts of [[exorcism]]. Stories claimed the Isle was haunted by those who had died at sea, but most Freeborn had no truck with such foolishness. In 383YE, however, it became clear these tales of ghosts were more than just idle gossip. During the Spring Equinox of that year, a [[Grendel]] shaman attempted to unleash a ghostly legion of drowned orcs bound in some fashion to white granite pillars on the island against the defenders of Feroz. Before they could do so they were [[383YE_Summer_Solstice_winds_of_war#The_World_is_Not_Enough|thwarted by Imperial heroes]] who reached the isle via the [[Sentinel Gate]]. Once the heroes retreated, the status of the island, the pillars, and the remaining priests was unknown.&lt;br /&gt;
&lt;br /&gt;
Then in Autumn 383YE, as part of the negotiations that led to the peace treaty with the Grendel, a contract was negotiated with the orc diplomat regarding the Isle of the Osseini. In the wake of that agreement, a small group of priests were allowed to visit the Isle with a Grendel escort. There they discovered the remaining priests were dead, the ghost-binding pillars had been destroyed, and the island was in the hands of a coven of Grendel magicians. The orcs had already constructed a permanent residence there built around a particular Winter regio, and were less than welcoming to the Freeborn. Further negotiations followed; in the end the Freeborn were allowed to establish a small enclave here, under the careful watch of the Grendel.&lt;br /&gt;
&lt;br /&gt;
The return of the justicars was short-lived. In 385YE, a fleet of warships from the Asavean Archipelago went on a murderous rampage in the southern Cazar Straits. Allies of the Grendel, they slaughtered the priests and burned the enclave before sailing north to Shantarim. When the Children of Wrecks arrived, the remaining Grendel magicians fled back to the Broken Shore. By the close of 387YE, the island appears to be abandoned, although it remains to be seen what the Iron Confederacy plan to do with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; You can learn more about the historic Isle of the Osseini in the [[Bones in the ocean]] wind of fortune.&lt;br /&gt;
{{Anchor|The Scorrero Nets}}&lt;br /&gt;
===Scorrero Nets (Defunct)===&lt;br /&gt;
The Scorrero Nets were a [[Bourse]] resource located in [[#Oranseri|Oranseri]], seized by the Grendel in Spring 383YE as part of their conquest of Feroz. Custodianship of the Nets was an [[Imperial Title]] that brought with it a Seat on the [[Bourse]]. In Winter 384YE, a [[Drums_beat_in_my_head#The_Scorrero_Nets|daring plan]] was proposed to &amp;quot;steal&amp;quot; the nets by establishing the [[Cerevado Nets]] upriver in [[Segura]]. As a consequence, this Bourse resource ceased to exist, much to the chagrin of the Grendel governor Rahab.&lt;br /&gt;
{{Anchor|The Broken Shore Bounty}}&lt;br /&gt;
===The Broken Shore Bounty (Defunct)===&lt;br /&gt;
The [[Broken Shore Bounty]] was a Bourse resource that was technically located in the [[#Cazar Straits|Cazar Straits]] inasmuch as the holder of the [[Bourse]] seat has the use of a fortified villa in the hills near Cazar. The actual [[ilium]] that the seat provided was sourced throughout the Bay of Catazar; a portion of all ilium claimed from the nets of Freeborn, [[the League|League]], [[Highguard|Highborn]], and [[Urizen|Urizeni]] nets is claimed as part of the Bounty. It produced 7 rings of ilium each season and was allocated during the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
When the Cazar Straits fell to the Grendel, they also seized the offices of the Broken Shore Bounty. Despite a [[Four_strong_winds#Broken_Shore_Bounty|proposal to move the offices]], the resource fell into disarray, the ilium ending up split between the Imperial Fleet Master and the Bourse Auction. With the ratification of the Grendel peace treaty, this title and resource effectively ceased to exist.&lt;br /&gt;
==Regions==&lt;br /&gt;
===Afarjasse===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; [[Region_qualities#Abandoned|Abandoned]], [[Region_qualities#Underpopulated|Underpopulated]]&amp;lt;br&amp;gt;&lt;br /&gt;
The wide open spaces of Afarjasse were sparsely populated even at the height of Feroz&#039;s prosperity. &amp;quot;Sweet afar&amp;quot; was a phrase sometimes used to describe being in the middle of nowhere, or an area where there was nothing but grass as far as the eye could see. The only major settlement was the quiet town of &#039;&#039;&#039;Afar&#039;&#039;&#039;, established by [[hakima]] with close ties to the [[Guerra]] [[tribe]], near a potent [[regio]] tied to the [[Realms#Night|realm of Night]]. The town was not hard to reach, but it stood alone in a sea of sprawling grassland, and never encouraged casual visitors. On nights when powerful magics were performed, Afar was often visible for miles around - great bonfires blazing and massive drums pounding out powerful rhythms to help raise (or draw down, or both) the passionate energy for powerful workings.&lt;br /&gt;
&lt;br /&gt;
As with the rest of Feroz, Afarjasse spent two years in the hands of the Grendel. The governor, Lord Rahab, made it clear that the hakima here would not be permitted access to their potent regio - they were after all an important strategic resource. Many of the people who once called the town home went into exile in [[Segura]] and [[Kahraman]] rather than endure Rahab&#039;s oppression. When the plains of Afarjasse were [[Glass_and_flame#Fontargenta_and_Bramar_and_Afar|liberated from the Grendel]] it was discovered that Rahab had established massive farms around Afar. The crops were tended by slaves, several hundred of whom were held at Afar in great dormitories, forced to work the fields until they fell, with the same heedless cruelty the Grendel apparently show to those who toil in their salt mines. These people were liberated by the [[Narwhal&#039;s Spear]] and the [[Fist of the Mountains]], who executed everyone responsible for their durance. Most were Imperial citizens, but maybe a hundred came from further afield, bought by Rahab from the slave markets of the Broken Shore. Those who are not already Imperial citizens were offered new homes in the Empire. The farms remain, but enthusiasm to work them is understandably low.&lt;br /&gt;
&lt;br /&gt;
One exception to this is that the [[Dhomiro_of_Afar#Herds_of_Afar|herds of Afar]] have been reestablished in Afarjasse, under the guidance of the [[Dhomiro of Afar]]. These large herds of cattle not only provide food and other raw materials to the folk of Feroz, but are central to ongoing trade with the [[Iron Confederacy]] to the south.&lt;br /&gt;
&lt;br /&gt;
===Cazar Straits===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Abandoned, Coastal, [[Region_qualities#Improverished|Impoverished]], Island, Underpopulated&amp;lt;br&amp;gt;&lt;br /&gt;
For most of the Brass Coast&#039;s history, the islands of the Cazar Straits were dominated by [[corsair]] families. The largest settlement remains the port town from which the islands take their name - high-cliffed &#039;&#039;&#039;Cazar&#039;&#039;&#039; - but in recent years it has changed hands several times and is a shadow of its former self. Built around a bustling dock, it served as a safe harbour and home port for many of the [[fleet|fleets]] that protected the Bay from barbarian ships. The holder of the [[Broken Shore Bounty]] used to have the use of a fortified villa in the hills near Cazar, and the civil service offices that oversaw the resource were based here. Both were lost to the Grendel, then to the [[Children of Wrecks]], and in the last months of 387YE, to the [[Iron Confederacy]].&lt;br /&gt;
&lt;br /&gt;
Even before the Children of Wrecks arrived, several of the more southerly islands of the Straits had a reputation for peculiarity. The corsairs of [[#Shantarim|Shantarim]] for example were renowned both for their enthusiastic rivalry with all other corsair families, and the zeal with which they waged war on the Grendel. The [[#Isle of the Osseini|Isle of the Osseini]] is also found here, once home to a sect of strange priests, allegedly haunted by the ghosts of drowned pirates, then the site of an uneasy truce between orc magicians and Freeborn priests. Towards the end of the peace treaty with the Grendel, however, a fleet of warships from the [[Asavean Archipelago]] slaughtered the justicars of Osseini and ruined the town of Shantarim. When the Children of Wrecks claimed the region, there was precious little left for them to destroy.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Autumn Equinox 387YE, a naval force belonging to the Iron Confederacy [[Red_skies#Swords_of_the_South|assailed the Cazar Straits]]. They smashed the Children of Wrecks stronghold and claimed the islands for themselves. [[Poets_light_but_lamps#The_Iron_Confederacy|Initial diplomatic discussion]] of the fate of the islands was inconclusive. &lt;br /&gt;
&lt;br /&gt;
Today, the waters around the Cazar Straits remain treacherous, in part this is due to the presence of dozens of immature kraken hatched in the waters by the Children of Wrecks.&lt;br /&gt;
&lt;br /&gt;
===Fontargenta===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Coastal&amp;lt;br&amp;gt;&lt;br /&gt;
The trading port of &#039;&#039;&#039;Bramar&#039;&#039;&#039; stands on the coast here. Surrounded by rich agricultural land, its bountiful cornfields once competed with [[the Marches|Marcher]] grain in markets across the southern nations of the Empire, and its vineyards were justly famous. Before the Grendel invasion, it served as an important hub for the Imperial wine trade, with many excellent vintages passing through its docks - both from the Brass Coast to the rest of the world, and from the rest of the world to the Brass Coast (and thus the Empire). Two years of mismanagement by Lord Rahab, coupled with raids by the Children of Wrecks, [[Glass_and_flame#Fontargenta_and_Bramar_and_Afar|left the region devastated]], but the farmers of the Marches came to the Freeborn&#039;s aid with the bounty of the Breadbasket. Following a vote of Marcher farmers, &#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, as [[Keeper of the Breadbasket]], announced that the nation would [[387YE_Spring_Equinox_Senate_sessions#Support_Feroz_with_Breadbasket|support the region]] with shipments of the seeds and grains necessary to replant fields and vineyards. Now, the golden fields of Bramar once again feed the region, and a Bramar vintage is well sought after.&lt;br /&gt;
&lt;br /&gt;
===Morajasse===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Protectorate of Morajasse, Abandoned, Underpopulated&amp;lt;br&amp;gt;&lt;br /&gt;
Morajasse was once one of the richest parts of the Brass Coast, home to extensive spice gardens and renowned for its herbalists, [[surgical skills#apothecary|apothecaries]], and chefs. The largest town, &#039;&#039;&#039;Mora&#039;&#039;&#039;, was once simply a spice market, but was transformed following the Lasambrian invasion of [[Segura]] in 363YE. The threat of the western barbarians prompted a burst of rapid militarisation in this previously peaceful settlement. Refugees streamed in from southern Segura: some supported by their families, others looking to work in the market. With the liberation of the western territory, a strange reversal took place - the pool of desperate labourers largely dried up with refugees returning to their homes. &lt;br /&gt;
&lt;br /&gt;
Immediately following the [[383YE_Spring_Equinox_winds_of_war#Bravado|invasion of Feroz]] in 383YE, work was completed on a [[fortification]] at the town of Mora, [[#Mora&#039;s Rock|Mora&#039;s Rock]]. The fortification served the defenders well, but with the ratification of the peace treaty it was taken over, and expanded, by Grendel troops. It now serves as the base of operations of &#039;&#039;Wind Lord Saoirse&#039;&#039; and her partner &#039;&#039;Commander Fiersach&#039;&#039;, as well as a sizable force of Grendel veterans, in what the Senate has recognised as the [[#Protectorate of Morajasse|Protectorate of Morajasse]].&lt;br /&gt;
&lt;br /&gt;
Western Morajasse is the site of the great [[#The Spice Gardens of Feroz|Spice Gardens]] and the [[Vizier of the Incarnadine Satchel]] was often quite active here, dealing with agents of the Spice Gardens and traders from the Jewelled Isles. Following the Grendel treaty, the offices that supported the Vizier were abandoned, and while they are still notionally the owner of the miraculous satchel that gives them their name, their ability to support the nations&#039; apothecaries and physicks has been greatly reduced.&lt;br /&gt;
&lt;br /&gt;
===Oranseri===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Abandoned, Coastal, Impoverished&amp;lt;br&amp;gt;&lt;br /&gt;
Across the bay from billowing [[Madruga#Siroc|Siroc]] stands the once-thriving port town of [[#Oran|Oran]]. It is the only place in Feroz that seems to have prospered under the Grendel occupation - for a given value of &amp;quot;prospered&amp;quot;. The port grew in prominence and prosperity, serving as the seat of power for the Grendel governor Lord Rahab. Today the town is a mismatched mess of old Freeborn and new Grendel architectural styles, with the [[#Temple of Balo and the Black Bull|Temple of Balo and the Black Bull]] further complicating the matter by being resolutely Asavean in outline.&lt;br /&gt;
&lt;br /&gt;
Just outside Oran lies the great [[#The_Celesti_Lighthouse|Celesti Lighthouse]], its beacon repaired and restored to full functionality. Today its light shines brighter than ever - in large part thanks to the aid of the eternal [[Kimus]] who helped provide a unique lamp to shine brilliant beams across the dangerous waters of the Cazar Straits and the misty Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
West of Oran is the &#039;&#039;Scorrero Crossing&#039;&#039;. The river Scorrero is wide and deep between Feroz and Madruga. During the Summer Solstice 383YE, the Grendel invaders attempted to take advantage of this by taking control of both bridges that connect the two Freeborn territories. Had they been successful, it would have been significantly harder for Imperial forces to move between Siroc and Oranseri. Their attempts were stymied, and ultimately became moot once the Scorrero [[Where_the_river_rises#Crossing|burst its banks]] and carried away all the existing bridges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joharra&#039;&#039;&#039; is a port south of Oran, considered much more stable than its northern cousin, and better known for its industry than its trade. Famous throughout the Empire for its cloth and dye-work, Joharra was called &#039;&#039; the Rainbow&#039;&#039; by coastal sailors who mark their progress round the coast with the first sight of the great billowing cloths hung out to dry on tall wooden frames along the low cliffs. As with the other settlements of Oranseri, the weavers and dyers here laboured for years under the yoke of the Grendel orcs. Many endured, however, and there is still [[The_circle_game#Inkworks_at_Joharra|potential to revive]] the industry here.&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
* &#039;&#039;&#039;The damage to the bridges along the Scorrero prevents movement between Feroz and Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cazar Straits have the Island quality which greatly complicates access by armies&#039;&#039;&#039;&lt;br /&gt;
The damage to almost all the bridges along the Scorrero means that it is effectively impossible for an [[Army|army]] to move between Feroz and [[Madruga]] (or vice versa). More information can be found in the &#039;&#039;&#039;[[Where_the_river_rises#Crossing|Where the river rises]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
The islands of the Cazar Straits are separated from land by deep water, treacherous shoals, and the presence of juvenile kraken unleashed by the Children of Wrecks. Armies cannot move to, from, or through this region, nor can they attack it, unless transported by a [[navy]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Garviel i Abrira i Erigo.jpg|caption=&#039;&#039;&#039;Garviel i Abrira i Erigo&#039;&#039;&#039;, Senator for Feroz|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Feroz|Territory=Feroz|Season=Summer|Controlled=is}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Winter Solstice 387YE, the Iron Confederacy control the Cazar Straits, the Protectorate of Morajasse controls Morajasse, and the Brass Coast controls Afarjasse, Fontargenta, and Oranseri. Feroz is an Imperial territory&lt;br /&gt;
* [[#Mora&#039;s Rock|Mora&#039;s Rock]] is a rank two fortification controlled by the Protectorate of Morajasse&lt;br /&gt;
* The status of various titles and resources located in Feroz is outlined in more detail in [[To_curb_those_raging_appetites#Lost_Opportunities|To curb those raging appetites]], a Winter 383YE wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Red skies]] - 387YE Winter wind of war about the Iron Confederacy invasion of the Cazar Straits&lt;br /&gt;
* [[A circle sewn with fate]] - 387YE Spring wind of war detailing the Wrecker attack on Oran&lt;br /&gt;
* [[Send for me]] - 386YE Winter wind of fortune about the rebuilding of Feroz&lt;br /&gt;
* [[Glass and flame]] - 386YE Autumn wind of war about the liberation of Feroz&lt;br /&gt;
* [[To curb those raging appetites]] - 383YE Winter wind of fortune that details the situation for Freeborn in Feroz&lt;br /&gt;
* [[Everything has a price]] - 383YE Winter wind of fortune that details the general situation with the Grendel, and has several notes about their presence in Feroz&lt;br /&gt;
* [[Bones in the ocean]] - 383YE Winter wind of fortune that specifically deals with the [[#Isle of the Osseini|Isle of the Osseini]] and the justicars&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_war#Bronze|Winds of War 383YE Autumn]] &lt;br /&gt;
* [[Ratify_treaty_with_the_Grendel_Autumn_383YE#Treaty|Treaty]] - 383YE Autumn treaty with the Grendel&lt;br /&gt;
* [[383YE_Summer_Solstice_winds_of_war#The_World_is_Not_Enough|Winds of War 383YE Summer]]&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Spindrift|Winds of War 383YE Spring]] - Detailing the Grendel invasion&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Better_world&amp;diff=145791</id>
		<title>Better world</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Better_world&amp;diff=145791"/>
		<updated>2026-09-23T21:08:01Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* The White Seed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:381YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;quote&amp;gt;&amp;quot;Yes, but what &#039;&#039;is&#039;&#039; it?&amp;quot; asked Lydia. She adjusted her dress and squatted down next to Jaffo. She pulled off one of her gloves, and somewhat gingerly picked up a handful of the white substance, getting a feel for it, letting the granules sift through her fingers as it fell back into the sack that lay between them. She dusted her hands quickly, wiping the on her crimson skirts leaving a pale residue on the fine fabric.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As near as I can determine,&amp;quot; said the alchemist slowly, &amp;quot;It&#039;s a combination of things. There&#039;s mithril in there-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lydia raised her eyes and opened her mouth to ask an excited question but Jaffo shook his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;- &#039;&#039;trace&#039;&#039; amounts of mithril. A little tempest jade, of all things. Some essential saltes. And something else. I&#039;ve never seen the like of it, nor has anyone at the Guild. Or anyone else I&#039;ve been able to talk to. It&#039;s mineral, definitely. Crystalline. But other than that...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So we have no idea if it will do what the Jarmish claim it will do?&amp;quot; asked Lydia standing up. &amp;quot;Prince Maria will be disappointed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jaffo shook his head again, likewise standing. He crossed to the bench where his paraphernalia was laid out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, we&#039;re all pretty sure it does precisely what it says on the tin. In water, in a strong mana flow, it will speed the formation of crystal mana. Potentially quite significantly if you have enough of it. The solution reaches a point where its saturation rises above the Crystalline Mean...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The alchemist noted Lydia&#039;s bored expression and choked back his technical explanation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Basically, if you use enough of it you can increase the amount of mana you can harvest each season from your average mana site by a little bit more than half. You need to be careful about disposing of the residue, but it&#039;s no worse than some of the runoff from the Mestra tanneries, or the copper mines up in the hills. You&#039;d need to use sacks of the stuff for decades and pour it straight into your drinking water, frankly, before it would cause problems&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And the Jarmish are just giving it away?&amp;quot; Lydia was thoughtful. &lt;br /&gt;
&lt;br /&gt;
Jaffo swallowed, his face creasing with incredulity.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...giving it away?&amp;quot; he echoed. &amp;quot;By the paragons Lydia, this sack cost me well over a dozen crowns! They are absolutely &#039;&#039;not&#039;&#039; &#039;giving it away&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lydia waved his minor monetary concerns away lazily. She walked over to the window and stared out across the river.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And you&#039;re equally certain this is nothing new?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jaffo was. &amp;quot;There&#039;s an impromptu salon grown up over the last year or so with some of the Jarmish from that lodge out in the sticks. I&#039;ve been talking with Vasile, claims to be the nephew of Magician-Prince Soreana. He&#039;s a very friendly lad, we have a lot in common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;d heard,&amp;quot; said Lydia, she turned slightly and arched one eyebrow at her friend.&lt;br /&gt;
&lt;br /&gt;
Jaffo blushed, cleared his throat. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Anyroadup as they say in Little Whittle, he&#039;s been pretty forthcoming about it. The active ingredient is a mineral from the northern mountains, and the Jarmish have been using it for a little over a century and a half. The Borașova are responsible for a lot of the mining, but there&#039;s about a half-dozen Magician-Princes in on the deal to sell it in the Empire. Vasile claims they&#039;re all expecting to make money hand over fist. If there&#039;s a trick here, I don&#039;t think Vasile or the others are in on it. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lydia pursed her lips and frowned slightly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So the last question then is why now? Why right now? Why a fortnight after the Radz make their exciting announcement?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jaffo shrugged.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That sounds like politics to me. I&#039;m just an alchemist. Politics is your department.&amp;quot;&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
There has been some interesting news coming out of the [[Principalities of Jarm]]. In the east, Magician-Prince Barbara Radz of [[Principalities_of_Jarm_ports#Rigia_.28Eastern_Principalities_of_Jarm.29|Rigia]] has made sweeping changes to the laws in her own principality. Changes she is attempting to enforce on the rest of the eastern alliance, a political affiliation of Princes commonly viewed as &amp;quot;upstarts&amp;quot; by the more traditional magicians of the north and south.&lt;br /&gt;
&lt;br /&gt;
Barely three weeks later, one of the more influential princes of the northern faction, Soreana of Borașova, made a public announcement of her own and set about making supplies of something called &#039;&#039;beloye zerno&#039;&#039; (BYEE-el-o-yay zerr-NO) available to Imperial citizens. If this substance is as effective as it seems it could have a dramatic impact on the Empire&#039;s economy.&lt;br /&gt;
&lt;br /&gt;
==Radical Reforms==&lt;br /&gt;
At the Autumn Equinox 381YE, Magician-Prince Barbara Radz - the leader of the eastern alliance - addressed the magician-princes gathered at her palace and announced major changes to the laws regarding the ownership of slaves. In her speech she announced that it would now be a crime to kill or mistreat a slave in her principality. Slaves must receive two meals every day and sufficient access to water, or their masters will face penalties as if they had abused a non-magician citizen. And any magician-prince who did not enact similar changes in their own principality would not be welcome in the Eastern Alliance and would have to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
There was, to put it mildly, uproar. Even the House of Princes are cautious about attempting to make sweeping changes to the laws codified centuries ago by Ion Inesca. In Jarm, each individual magician-prince has significant autonomy to determine the rules under which their household and their subjects will live. For Barbara Radz to attempt to force her allies to change their laws - especially in such a dramatic way - is an extremely bold political move.&lt;br /&gt;
&lt;br /&gt;
The claim is that by adopting these enlightened, progressive views she hopes to guarantee the continued support from the Empire in terms of trade and political concessions. But the benefits of this trade are a drop in the ocean compared with the profits that the slave trade brings to Jarm. Even assuming that the deeply unreliable Empire can be counted on to uphold their side of the bargain, it is doubtful whether this will persuade anyone outside her immediate household. As a result, her position is now so precarious that the slightest misstep would undoubtedly bring certain ruin.&lt;br /&gt;
&lt;br /&gt;
The matter was extensively discussed in the House of Princes - the forum where the magician-princes come together to discuss the direction of their own nation. There were a great many raised voices denouncing this act as yet more evidence of Imperial interference in Jarmish politics. But the majority of the princes of the North and South appear to be amused rather than threatened. When questioned on this development, Anton Trescher of the Hidden Hook (primary adviser to the House of Princes on matters of international trade) is reported to have simply said &amp;quot;wait&amp;quot;, and shrugged his shoulders.&lt;br /&gt;
===The Synod===&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ezekiel of the Chantry, Autumn 381YE, Prosperity assembly, upheld 187-0&amp;quot;&amp;gt;In recognition of the actions and intentions of the Eastern Principalities of Jarm, and the understanding that they continue, to abolish the vile institution of slavery, it would increase the Prosperity of the Empire and its citizens, as well as that of the Eastern Principalities, if Imperial fleet captains were to visit the trading ports of the Eastern Principalities and engage in trade with the traders and merchants there. &amp;lt;/quote&amp;gt;&lt;br /&gt;
During the Autumn Equinox, the [[Prosperity]] [[Assembly#The_Virtue_Assemblies|assembly]] urged all [[fleet]] captains visiting Jarm to trade with Rigia rather than [[Principalities_of_Jarm_ports#Vezak_.28Southern_Principalities_of_Jarm.29|Vezak]] or [[Principalities_of_Jarm_ports#Kavor_.28Northern_Principalities_of_Jarm.29|Kavor]]. Under normal circumstances a [[statement of principle]] from a virtue assembly has minimal impact, but the events in Jarm create an [[opportunity]].&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Synod Mandate, General Assembly&amp;quot;&amp;gt;The Synod recognises the actions of Magician-Prince Barbara Radz in moving to improve the condition of slaves in her eastern alliance. We send (named priest) with 25 doses of liao to urge every Imperial captain intending to visit Jarm to trade with the enlightened people of Rigia, rather than the corrupt slavemasters of Vezak and Kavor.&amp;lt;/quote&amp;gt;&lt;br /&gt;
If this mandate is passed by the General Assembly, any Imperial captain visiting Vezak or Kavor over the coming year would see their production reduced by 2 crystal mana. While there would be no immediate benefits to trading with Rigia, if the Empire were to sustain a consistent level of support for the eastern alliance it would go some way towards showing support for Magician-Prince Radz and her radical reforms, as well as being a clear rejection of the backward views of the Northern and Southern princes.&lt;br /&gt;
&lt;br /&gt;
Alternatively, they could express even stronger support for Magician-Prince Radz.&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Synod Mandate, General Assembly&amp;quot;&amp;gt;The Synod lauds the action of Magician-Prince Barbara Radz in moving to improve the condition of slaves in her eastern alliance. We send (named priest) with 150 doses of liao to urge every Imperial captain intending to trade with a foreign nation to show their support for these reforms by taking their goods to Rigia rather than any other port.&amp;lt;/quote&amp;gt;&lt;br /&gt;
If this mandate were passed by the General Assembly, any Imperial captain visiting &#039;&#039;any&#039;&#039; foreign port other than Rigia through the coming year would see their production reduced by 2 ranks. Again, while there would be no additional benefits to trading with Rigia, it is likely that many traders would prioritise the eastern port and provide an even more obvious show of support for Magician-Prince Radz and her radical reforms, sending an overwhelmingly clear message to the Northern and Southern princes. Furthermore. as the mandate is aimed at Imperial citizens, and does not discourage foreign merchants from visiting the Empire to trade, it would not attract any sort of diplomatic repercussions from any nation other than Jarm.&lt;br /&gt;
&lt;br /&gt;
==Beloye Zerno==&lt;br /&gt;
A few weeks after the dramatic announcement of Magician-Prince Barbara Radz, there is an announcement by Soreana of Borașova, the Magician-Prince of one of the most prosperous of the northern principalities. In conjunction with a number of her fellow northern princes, she has decided to make a small amount of &#039;&#039;beloye zerno&#039;&#039; available to traders dealing with the Empire. The import of this announcement is apparent only when someone is able to explain what &#039;&#039;beloye zerno&#039;&#039; actually &#039;&#039;is&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The magician-princes of Jarm use a lot of crystal mana. Part of their success is due to the presence in the mountains of northern Jarm of a rare mineral unknown in the Empire. In its refined form, the mineral appears to be fine white sand with tiny salt crystals - &#039;&#039;beloye zerno&#039;&#039; or &amp;quot;&#039;&#039;white seed&#039;&#039;&amp;quot;. Added water, and with some basic maintenance, it causes mana to crystallise more quickly and creates larger, richer crystals.&lt;br /&gt;
&lt;br /&gt;
Recognising the excellent trade relations between Jarm and the Empire, and after consultation with Anton Trescher, Prince Soreana and her partners - which include Tuernin of Limitu, the principality where the [[Limitu_Principality_House_of_the_Way|largest temple of the Way in Jarm]] is located - contacted the traders at the [[Tassato#The_Jarmish_Lodge|lodge]] in [[Tassato]]. Already familiar with the mana crystal markets of the Empire thanks to their work with the [[Steward_of_the_Tassato_Mana_Exchange|Tassato Mana Exchange]], they are in the best position to provide &#039;&#039;white seed&#039;&#039; to Imperial magicians. The first shipment of &#039;&#039;white seed&#039;&#039; arrived on a heavily armed Jarmish vessel a month or so before the Winter Solstice, and the Jarmish merchants of [[Tassato]] are ready to sell this marvellous material to anyone who can meet their &#039;&#039;very reasonable&#039;&#039; prices.&lt;br /&gt;
&lt;br /&gt;
Following the [[Ratify Liberty Pact|imposition]] of [[Tariffs#Sanctions|sanctions]] on the [[Principalities of Jarm]] during the Winter Solstice 382YE, the price for Imperial citizens to purchase white seed increased by roughly a fifth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; float: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Total Money Spent&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Additional Crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;43 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 crystal mana &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;108 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;194 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;302 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 crystal mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The White Seed===&lt;br /&gt;
&#039;&#039;Beloye zerno&#039;&#039; (pronounced very roughly as BYEE-el-o-yay zerr-NO), or &amp;quot;white seed&amp;quot;&#039; is a potent substance that can increase the amount and quality of crystal produced by a [[mana site]]. The Jarmish have cheerfully made a few small samples of the white seed available to alchemists and magicians eager to reassure themselves that this substance is what it claims to be. Examination via a variety of means has confirmed the properties the Jarmish claim for it. It is somewhat toxic if breathed in in large quantities for long periods of time, and will make a person or animal very ill if they eat it. It requires some care in handling it, once the crystals have formed the water containing the now depleted white seed must be carefully disposed of or risk tainting water supplies near the mana site. There is an upper limit to the amount of mineral that can be deployed each season - and its effects last only for a season. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;The White Seed OOC&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Anyone who owns a [[mana site]] will find a new downtime option available to them after the Winter Solstice. By purchasing and using some of this rare mineral (spending money), they can produce more mana crystals in the same way a [[mine]] owner might use their [[Mine#Downtime_Options|downtime option]] to produce more [[materials]]. Unlike a mine, [[forest]], or [[herb garden]] however it is possible to use greater volumes of the mineral to produce more mana crystals - albeit with rather steep diminishing returns.&lt;br /&gt;
&lt;br /&gt;
There is no actual commodity or lammy involved with white seed - to use this option, a character simply ensures they have enough funds in their inventory and selects the appropriate amount on their downtime screen. This material is only useful for improving the production of a mana site on a temporary basis - and only crystal mana at that (it does not help in the production of [[vis]]). &lt;br /&gt;
&lt;br /&gt;
It has absolutely no use in alchemy or magic, and while it may make someone ill the sickness it causes can be treated with the [[purify]] spell so it is useless as a poison. Furthermore it is pretty clear to everyone who examines it, and the raw material from which it is produced, that this substance is utterly unfamiliar to Imperial scholars. It would be impossible for the Empire to refine their own white seed without access to a source of the raw mineral from which it is made, and nobody has seen anything like it anywhere in the Empire.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
The General assembly [[381YE_Winter_Solstice_Synod_judgements#Mandate|passed a mandate]] recognising the contribution of Magician-Prince Barbara Radz, and encouraged visitors to Jarm to trade with the Rigia rather than Vezak or Kavor.&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Focused_and_methodical&amp;diff=145678</id>
		<title>Focused and methodical</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Focused_and_methodical&amp;diff=145678"/>
		<updated>2026-09-20T22:18:20Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Resolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:382YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;To build a college you need to have invented writing, and built a big enough city that you&#039;ve got space for layabouts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vauban winced slightly. &amp;quot;I hear they prefer to be called &#039;&#039;students&#039;&#039;,&amp;quot; he said carefully. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ha!&amp;quot; Frederick was in a volatile mood, full of dangerous energy and enthusiasm. &amp;quot;I wasn&#039;t talking about the students. Most of them actually want to get something out of their education. They&#039;re ambitious. I was talking about the professors, all too keen to rest on their laurels and just teach people by rote. Half of the professors I know haven&#039;t had an original thought in the last decade.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vauban shook his head and rolled his eyes behind Frederick&#039;s back. The master architect&#039;s caustic opinion of his fellow academics had made him few friends at the University. The man himself just considered this to be more proof of the limited vision and thin skins of his so-called peers. Many of the students privately found it entertaining, especially when the Master Architect used his acerbic wit to puncture one of the less popular professors in a public altercation. They regularly speculated that far from quitting the Civil Service in pursuit of greater challenges as he claimed, he&#039;d actually been thrown out by the Constitutional Court for his sharp tongue and inability to suffer foolishness.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obviously I don&#039;t want to appear over-cautious,&amp;quot; began Vauban taking a different tack. &amp;quot;But they&#039;re not small projects and...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iron triangle.&amp;quot; Frederick interrupted testily. &amp;quot;Cheap, fast, or worth a damn. Pick two.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s not really an answer though is it?&amp;quot; Vauban tried again.&lt;br /&gt;
&lt;br /&gt;
Frederick was paying him no attention. Instead, he was gazing out across the water to where Menno van Ritsjhof&#039;s newest design was being made manifest. He had his hands raised, framing the scene, chewing his moustache with a speculative look in his eye. &lt;br /&gt;
&lt;br /&gt;
Sensing an opportunity, a young Freeborn lass launched into an engaging spiel about the fine fruit she was selling. Vauban had not realised quite how hungry he was - Frederick was an early riser who considered breakfast to be a trick designed by the slothful and lazy to steal an hour of the day away from the ambitious. Money changed hands, and Vauban leaned against a wall to slice up and eat his oranges.&lt;br /&gt;
&lt;br /&gt;
He had no clear idea why they were in the City of Sails. Over the last few months they had visited each of the League cities; the White City in Bastion; beautiful Seren; the bustling grand market town of Meade; far Kalpaheim in the west; and even made the trek to chilly Gildenheim, City of the Orcs. Siroc was impressive enough, it was true, but it was hardly a place Vauban associated with &amp;quot;academic excellence.&amp;quot; With the Winter Solstice barely two weeks away, Vauban was beginning to feel a little homesick for Holberg.&lt;br /&gt;
&lt;br /&gt;
As Vauban finished his breakfast, Frederick pulled out his notebook and began scribbling furiously in it, occasionally glaring accusingly at various buildings along the waterfront. &lt;br /&gt;
&lt;br /&gt;
The younger man threw the remaining peel aside put his knife away, and joined his mentor by the railing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ll need to dredge part of the harbour, obviously,&amp;quot; Frederick was muttering to himself as he wrote, &amp;quot;and we&#039;ll need something a sight more durable than canvas...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He paused for a moment, staring intently at something only he could see, his dark eyes flashing, his expression one of absolute focus. After three long heartbeats, he snapped his notebook closed, slipping it into a pocket an running one hand through his salt-and-pepper hair as a broad grin swept across his features.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it  can be done.&amp;quot; He finished confidently. &amp;quot;It can definitely be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He appraised Vauban speculatively as if seeing him for the first time. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thoughts!&amp;quot; he barked. &amp;quot;I assume you&#039;ve come up with some while you were wasting your life eating oranges?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is now the best time to be working on universities?&amp;quot; asked Vauban a little testily. &amp;quot;Only the Empress has obviously declared that white granite...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not my problem&amp;quot;, interrupted Frederick breezily. &amp;quot;I&#039;m the genius who designs and builds the things; someone else will have to deal with the politics. Anyway! We&#039;re done here,&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The master architect patted the packet of papers he had tucked inside his jacket. &amp;quot;We&#039;ll spend the rest of today putting together my proposal for Siroc, and then tomorrow morning you&#039;ll find us a boat to take us back to Sarvos. Time to head home I think.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As Frederick took off along the quayside back toward the inn where they were staying, Vauban hurried to keep up.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think they prefer to call them ships,&amp;quot; he said. It was part of his job to challenge Frederick and his assertions whenever possible and he liked to give good value.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ships!&amp;quot; Frederick barked a laugh, gesturing expansively around the docks of Siroc. &amp;quot;When our new school opens - assuming that&#039;s what they decide they want - they&#039;ll blush with shame at the idea that they ever called &#039;&#039;these&#039;&#039; things &#039;&#039;ships&#039;&#039;!&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Last season, Frederick di Sarvos offered an [[opportunity]] to the [[Cardinal]] of [[Ambition]], &#039;&#039;&#039;Viviane de Coeurdefer&#039;&#039;&#039; of [[Dawn]]. The talented architect offered to [[Think_of_the_children#Inspiration|design something impressive]] under the guidance of the Cardinal and present his proposals at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
In her &amp;quot;Statement of Endeavour&amp;quot;, Cardinal de Coeurdefer, of [[Dawn]] suggested that Frederick might design ten prestigious colleges, one for each nation, and quit his tenured seat at Holberg university to travel the Empire teaching aspiring architects. The architect has refused both requests - he is interested in creating ground-breaking new works of architecture - not spending his days giving away the skills he has spent a lifetime mastering. He is also dismissive of the idea of building a university in every nation. He points out that a university needs a bustling local population to support it - which means building it in a city. The Empire could build a university in a tiny steading in Hercynia, but it would be nothing but a giant folly. What he has done instead, inspired by her request, is spend the season touring the Empire visiting already prestigious centres of learning with an eye toward turning one of them into something truly notable.&lt;br /&gt;
&lt;br /&gt;
He has since returned to his offices at Holberg university and has presented the results of his work. Specifically, propositions for several truly Imperial centres of learning, which he is prepared not only to plan but also to oversee construction on. As might be expected, each proposition is [[Ambition|ambitious]] - but also expensive. Indeed, all four of his proposals require significant amounts of white granite which might prove problematic in the current political environment.&lt;br /&gt;
&lt;br /&gt;
==Statement of Endeavour==&lt;br /&gt;
Frederick has assessed several locations and created a list of proposals. He makes it clear, however, that he is prepared to bring his talents to bear on only &#039;&#039;one&#039;&#039; of these projects. As he says, &amp;quot;the pinnacle of ambition is to be &#039;the &#039;&#039;best&#039;&#039;, not to be first among equals or some such rubbish.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In each case, Frederick di Sarvos has already secured permission from the faculties involved to oversee their renovation provided permission can be secured. The [[Senate]] can choose to [[commission]] &#039;&#039;one&#039;&#039; of these projects. An [[Bearer of an Imperial Wayleave|Imperial Wayleave]] could not be used to commission a college since they fall outside the legal restrictions on wayleaves.&lt;br /&gt;
&lt;br /&gt;
Thanks to Frederick&#039;s expertise, the project would &#039;&#039;not&#039;&#039; count against the Empire&#039;s limit of nine commissions and three wayleaves each season. Should more than one of the projects be commissioned, Frederick has made it clear that he will work on only the &#039;&#039;first&#039;&#039; to be successfully raised.&lt;br /&gt;
&lt;br /&gt;
While working on a project, Frederick would not be available for other work - but he has mentioned that provided the work goes well he is minded to offer the Synod another opportunity to place a &#039;&#039;Statement of Endeavour&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The master architect is patient, but not infinitely so - he has after all a significant number of wealthy patrons interested in his services as well as his teaching responsibilities at Sarvos university. If the Empire has not begun work on one of his projects by the start of the Winter Solstice 384YE, he will move on to other projects. He may still offer another Statement of Endeavour if none of his proposals are taken up, but it is far less likely.&lt;br /&gt;
&lt;br /&gt;
The civil service has noted that the requirement to begin construction may be problematic given the amounts of white granite involved. It has been suggested that it would be possible to meet Frederick&#039;s criteria by providing the weirwood, mithril, and labour costs required thus demonstrating a commitment to the project. That should be enough to ensure the architect&#039;s interest is maintained, provided that the white granite arrives a season or two later.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
REMOVED AT PLAYER REQUEST&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Statement of Principle, Assembly of the Nine, Viviane de Courdefer, Autumn Equinox 382YE, Upheld with a Greater Majority 6 - 0&amp;quot;&amp;gt;Ambition&#039;s burning flame ascends to Frederick&#039;s legacy - he wants to build. For me he calls to set guiding light, a clarion call to all I say so shall I be. Granite white is precious rare. Too many ways to use it all. So says Wisdom&#039;s counting Throne. What will it cost? What will your greatest work, created by my will cost the Empire in exchange? This then we need - I need. I need to know what one creation is greater yet than all that part-completed stand? Can Frederick defeat time&#039;s hungry grasp? Give to me your knowledge and your art. Give to me your tomorrows all your skill; a world of learning, to rebuild our long-lost legacy. Those who learn not, those who forget, are doomed to live again our pain. So let us learn and let us grow. Build me wonder, build me song, build me college universal; let our spirits leave this world but not our skill. Bring students and bring scholars. Bring all our minds together, inspirational. So shall it be, to all I say - a clarion call for empire&#039;s good; for virtue guards our souls. Ambition&#039;s flame will always forge tomorrow greater than today. I call for designs for ten library-colleges, one in every nation, to store duplicate books; and to teach students of the Way, or war, of history and the past, of architecture for the future - and for Frederick to teach as Adelmar the lion did; that knowledge be built higher and future generations have to tools the build even greater.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Holberg University==&lt;br /&gt;
Holberg University is often viewed as the foremost centre of learning in the Empire, established long before the city joined the League. Renowned as a centre of medicine and engineering, long years under siege have left its facilities for less practical subjects - history, the arts, theology - somewhat diminished. Still, in the years since the [[379YE_Spring_Equinox_winds_of_war#Hammer_and_Blade|liberation]], the university has recovered somewhat and is still a favoured destination for those with the money or the raw talent to win a place at this most prestigious of institutions. It is also where Frederick di Sarvos enjoys his tenured position as a lecturer in, and Chair of the faculty of, civilian architecture.&lt;br /&gt;
&lt;br /&gt;
The university is already one of the most respected in the Empire; Frederick&#039;s proposals would transform it into a wonder not only of the Empire but potentially of the world. He intends to leave the central buildings largely untouched, but built four additional smaller faculties in different parts of the city dedicated to medicine, engineering, the arts, and the natural sciences. The art campus in particular would be built as part of [[Holberg#Holmauer_Park|Holmauer Park]], expanding on and incorporating its beautiful design. Indeed, he plans to request that Katarzyna Von Carstein take the lead on that section of the project, while also mentioned the possibility of liaising with Caerwyn Von Holberg of The Feasting Crow, the proprietor of &#039;&#039;Wunderkind&#039;&#039;, to contribute their ideas for the faculty of engineering.&lt;br /&gt;
===Expanding Holberg University===&lt;br /&gt;
Frederick&#039;s plans for Holberg University are not cheap. The project will require 60 wains of white granite, and 30 wains of weirwood. The project would take six months to complete, and require 180 crowns of labour costs.&lt;br /&gt;
&lt;br /&gt;
The expanded university would have an &#039;&#039;&#039;upkeep&#039;&#039;&#039; of 10 Thrones each season to the Senate Treasury.&lt;br /&gt;
&lt;br /&gt;
===The Frederick di Sarvos Faculty of Architecture===  &lt;br /&gt;
The most ambitious part of the project, however, involves building a tower-faculty dedicated entirely to the study and practice of architecture. The building would be a five storey tower which, judging by the preliminary sketches, would incorporate the brutal solidity of Temeschwari architecture with the sweeping towers of Sarvos, the decorative woodwork of Tassato, and the cunning design aesthetics of Holberg into a single harmonious whole. &lt;br /&gt;
&lt;br /&gt;
Holberg already attracts engineers and architects from across the Empire; the Frederick di Sarvos Faculty of Architecture would cement Holberg as &#039;&#039;the&#039;&#039; place to study. Yet Frederick is not interested in a purely theoretical syllabus; students and faculty alike would be expected to put their ideas into practice as well.&lt;br /&gt;
&lt;br /&gt;
Once the project was completed, the Senate would gain the ability to assign the Faculty to work on a commission each season. That project would not count against their normal limit of commissions each season. The faculty comes with a single restriction; it is not prepared to work on projects that use less than 30 wains of Bourse materials, since they could not guarantee that their students would learn anything by working on such a project.&lt;br /&gt;
&lt;br /&gt;
To ensure that the commission is able to serve as a practical project for research and teaching, the architects and their students will need the right to make some changes to the plans provided to them by whoever commissions the work. For the most part these changes will be entirely cosmetic, affecting the aesthetics of the building rather than its purpose. Nothing inappropriate or unvirtuous of course, but the faculty might decide to include a tall spire, a grand entrance way, marble columns or the like, improving the architectural value of the commission without affecting its function.&lt;br /&gt;
&lt;br /&gt;
Of course the best and brightest &#039;&#039;might&#039;&#039; sometimes produce a design that would change or improve the purpose of the building. That would normally require approval by the Imperial Senate, but Frederick (who has some experience dealing with Imperial Senate commissions) suggests that any Senate motion to commission the Faculty could grant the ability to accept variations recommended by the staff to whoever directed the Faculty as part of the necessary details of the commission. That would avoid wasting precious Senate time. The details of the proposed improvements would be published by the civil service as part of the information issued to everyone attending the summit, so the Senate could always abrogate the commission in the unlikely event that they were desperately unhappy with the proposed changes.&lt;br /&gt;
&lt;br /&gt;
The commission could be explicitly assigned by Senate motion each summit or the faculty could be assigned to support a [[Bearer of an Imperial Wayleave|wayleave]]. Alternatively the Imperial Senate could choose to create an [[Imperial title]], the Chair of the Faculty of Architecture, as part of the motion. The Chair could be given control of the commission provided by the university, as well as being responsible for representing the students and professors of Holberg University at official functions.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Wunderkind&#039;&#039; and Leger Domain===&lt;br /&gt;
One unexpected side effect of expanding the University would be a significant benefit to the &#039;&#039;[[Holberg_spoils_of_war#Wunderkind|Wunderkind]]&#039;&#039; and the [[Holberg_spoils_of_war#Ledger_Domain|Leger Domain]] resources. Both of these prestigious businesses would gain an additional, permanent, rank of [[Business#Upgrades|upgrade]] at the point where the project was completed, representing significantly increased opportunities to trade with the expanded university.&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* &#039;&#039;&#039;Holberg University&#039;&#039;&#039; - extra commission - a Fortification bonus of some sort - could offer a free commission every event as long as that engineering college stays up. No title or title with no powers. Wherever the engineers are working - every business is buffed for the duration of the project - the longer the project the greater benefit it offers. Prosperous sons and daughters of league merchants.&lt;br /&gt;
* Upgrade her blessing again if this is built. Stick a note in her pack. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Diora University==&lt;br /&gt;
The university of Sarvos, Diora University, has had a rocky few years. Following the [[The_sack_of_Sarvos|Grendel invasion]], and subsequent [[380YE_Summer_Solstice_winds_of_war#The_Defiance_of_Sarvos|liberation]], the University apparently encountered financial difficulties. These monetary concerns are now resolved thanks to generous donations from citizens of [[the League]] and [[Highguard]], but it cannot be denied that the college has seen better days.&lt;br /&gt;
&lt;br /&gt;
Frederick has proposed completely rebuilding sections of the university; expanding the current campus by ruthlessly demolishing some of the older and more decrepit buildings and replacing them with new structures. The original university campus was - with the best will in the world - something that grew up naturally over time rather than something actually designed. Frederick will have none of that! By selling off some of the satellite buildings, and rebuilding a series of tall, airy towers around the current central administration buildings, a new university with a strong emphasis on the arts, humanities, and international politics could be created.&lt;br /&gt;
===Renovating Diora University===&lt;br /&gt;
The degree of construction required here is significantly more extensive than that for Holberg University. Frederick also plans to incorporate the Sarvos aesthetic of placing polished mirrors on the roofs of important buildings - and he will settle for nothing less than mithril for these mirrors. The project will require 60 wains of white granite, 60 wains of weirwood, and 60 wains of mithril. It will take a year to complete, and have labour costs of 45 Thrones. &lt;br /&gt;
&lt;br /&gt;
The college will require an &#039;&#039;&#039;upkeep&#039;&#039;&#039; of 15 Thrones each season, as detailed [[#The Diora University College of Autumn Magic and Dramaturgy|below]].&lt;br /&gt;
&lt;br /&gt;
Once complete it will create an [[Imperial title]] - the [[#The Diora Chair of Dramaturgy|Diora Chair of Dramaturgy]]&lt;br /&gt;
&lt;br /&gt;
===The Diora University College of Autumn Magic and Dramaturgy===&lt;br /&gt;
More than perhaps any other settlement in the Empire, Sarvos has a reputation for drawing visitors from all over the world to its docks. Diora has always attracted a number of foreign students, but Frederick intends that the new university should focus even more on appealing to the scions of foreign families. At the same time Sarvos has some of the oldest [[troupes]] of magicians active in [[the League]]. With the tragic destruction of the [[Morrow#The_Halls_of_Knowledge_.28ruined.29|Halls of Knowledge]] by the [[Druj]], Frederick has publicly stated that there is an opportunity to create a more centralised faculty for the study of magic. He proposes that it be built as part of Diora University.&lt;br /&gt;
&lt;br /&gt;
If the proposal is accepted, the Diora University College of Autumn Magic would function like a standard [[college of magic]], [[College_of_magic#Specialisation|specialised]] in the study of the [[Autumn magic|Autumn realm]]. As part of the international flavour of the university however, the faculty would attract not only students but also professors from foreign nations with whom the Empire enjoys friendly relations. As such, it would be drawing on a separate pool of talent to the other Imperial colleges of magic. The upkeep of the college would be fixed at 15 thrones a season - but it would have no impact on the upkeep of any other college of magic in the Empire.&lt;br /&gt;
&lt;br /&gt;
Furthermore, there could be additional benefits to mixing many different approaches to magic - both Imperial and otherwise - at a college specialised in the study of the magic of [[Autumn_magic#Travel_and_Communication|travel and communication]], [[Autumn_magic#Prosperity|prosperity]], [[Autumn_magic#Trade|trade]], and [[Autumn_magic#Influence|influence]]. It is hard to say exactly what they might be, but there are potentials for [[opportunity|opportunities]] to increase the rate of study for rituals with the aid of foreign magicians; insights into the techniques of foreign magical traditions; and perhaps even access to innovative (or questionable) suggestions for rituals to codify presented by foreign professors. &lt;br /&gt;
&lt;br /&gt;
Regardless, it is likely that a college of this nature would create a small improvement in diplomatic relations with the magicians of those nations already friendly to the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Obviously one concern with this college would be the potential for espionage; it is not our intention that this opportunity be a &amp;quot;gotcha&amp;quot; for the Empire. As such, while individual students and professors might be assumed to have learned rituals at the college this is in no way equivalent to the effect of a [[Dissemination|Declaration of Dissemination]] and would take place entirely below the abstraction layer.&lt;br /&gt;
&lt;br /&gt;
===The Diora Chair of Dramaturgy===&lt;br /&gt;
Creating a college of magic will certainly create an [[Imperial title]] (Frederick has airily suggested &#039;&#039;The Diora Chair of Dramaturgy&#039;&#039;). The Imperial Senate would need to determine how this title would be appointed. The most [[New_Imperial_titles#Well_Worn_Paths|well worn path]] would be a [[Candidacy|Declaration of Candidacy]] by the [[Conclave]] but that is by no means the only way that it could be appointed.&lt;br /&gt;
&lt;br /&gt;
It could be treated like the old [[Provost of the Halls of Knowledge]], and made a national appointment of [[the League]]. While the easiest way to do this would be to allow the business owners of the League to appoint it each season, it may also be possible to appoint it via the same method as the [[Master of the Imperial Mint]] and the [[Regario Dossier]] - open auction for League citizens with the money going to the treasury. Alternatively, given Autumn magic&#039;s clear emphasis on trade and commerce, it would be possible to declare the college an Imperial position in the Bourse, appointed by public auction each season, with the title available to any citizen prepared to pay the money.&lt;br /&gt;
&lt;br /&gt;
Regardless, in addition to the usual magical responsibilities and powers associated with a college of magic, the Diora Chair of Dramaturgy would also be responsible for making decisions about, or receiving briefings on, and of the opportunities presented by the international flavour of the college.&lt;br /&gt;
&lt;br /&gt;
===College of the Liberated===&lt;br /&gt;
One possibility the Civil Service have identified might be to combine the new Diora University buildings with the remote campus of the [[College_of_the_Liberated|College of the Liberated]] in Trivento. This would abrogate the existing title Dean of the Liberated (currently lapsed), but would also allow the College of the Liberated to deal with many more students each season, giving a modest increase to the amount of money it produces each season.&lt;br /&gt;
&amp;lt;!-- * University of Sarvos - Diora - roll College of the Liberated into the faculty offering much broader curriculum aimed at helping foreigners acclimate to the Empire&lt;br /&gt;
* College of Autumn Magic - attracts students - has a set upkeep doesn&#039;t drive up the prices - and a potential speed increase based on relations with foreigners. Some potential for plot with foreign nations. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lepidean University==&lt;br /&gt;
The League is not the only place where scholarship prospers, or where a university might prosper. Highguard arguably has an even longer tradition of scholarship than Sarvos, albeit with a very different focus. When Nicovar burnt the Lepidean Library during his rampage, he destroyed what at the time was the most respected college for the study of the Way in the Empire. Today, a public park occupies the ruins of the library. Frederick proposes restoring the Lepidean University to its former glory.&lt;br /&gt;
&lt;br /&gt;
Leaving the park intact, Frederick imagines building entirely new structures to enclose the park entirely. He has confirmed that owners of the buildings that currently abut the park are supportive of the idea of creating a new monument in keeping with the majesty of Highguard. The new university would study not just philosophy, morality, and religion but all the those topics that exalt the human (and orc) spirit - the arts and humanities.&lt;br /&gt;
&lt;br /&gt;
===Restoring the Lepidean Library===&lt;br /&gt;
Frederick&#039;s project will require 60 wains of white granite, and 30 wains of weirwood. It would take six months to complete, and require 180 crowns in labour costs.&lt;br /&gt;
&lt;br /&gt;
The new university would have an &#039;&#039;&#039;upkeep&#039;&#039;&#039; of 20 Thrones each season from the Imperial treasury.&lt;br /&gt;
&lt;br /&gt;
It would create a new [[Imperial title]] - the [[#The Lepidean Library|Lepidean Librarian]].&lt;br /&gt;
&lt;br /&gt;
===The Lepidean Library===&lt;br /&gt;
The Lepidean Library would be the finest example of its type in the Empire - a library dedicated to collecting the accounts of exemplars and paragons. The Heirs of Lepidus - expert scholars on this topic - are apparently excited enough to plan to move their entire stock of books to the project with an eventual intention of abandoning their modest chapter house in Woodbury to join the faculty full time.&lt;br /&gt;
&lt;br /&gt;
This library could create an Imperial title - the Lepidean Librarian - that would have the power to direct the research of the scholars here. This would function effectively as an additional [[historical research]] opportunity for the Empire that could &#039;&#039;only&#039;&#039; be used to investigate the lives of paragons and exemplars, or to look into the details of past life visions. The Senate could declare this title appointed by the Imperial Synod, or given its location an focus, the Highborn national assembly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, they might judge that as a title related to historical research it should be appointed by the Senate in a similar manner to the [[Minister of Historical Research]], or they could chose to amend the Minister&#039;s powers to incorporate the new ability to direct the Library.&lt;br /&gt;
&lt;br /&gt;
The Heirs of Lepidus have pledged that if the title is made a Highborn national appointment, then with the permission of the benefactors of Highguard they will contribute the remaining funds they were given to cover the entire 180 crowns in labour costs, and pay the first season of upkeep on the new university.&lt;br /&gt;
&lt;br /&gt;
===The Garden of Atun===&lt;br /&gt;
As part of his proposals, Frederick includes an extensive garden which includes resources for the refinement of [[liao]]. A university of religious study will require a great deal of liao as part of its curriculum, and it makes sense to produce that material as part of the facilities. With some of the finest experts on the creation of liao in the Empire brought to join the faculty here, the process could be further refined and enhanced. &lt;br /&gt;
&lt;br /&gt;
The civil service predict that if the Lepidean University is built, it will provide one additional dose of [[liao#true liao|true liao]] to the Empire each season. There are several ways the Senate could deal with this.&lt;br /&gt;
&lt;br /&gt;
As part of the motion to create the building, they  could define that the liao would be added to that assigned by the Gatekeepers each season. Alternatively, they could decide that it would be auctioned publicly alongside the existing dose of liao auctioned each season. They might instead choose to give custody of the dose to the Lepidean Librarian, to use as they see fit in the pursuit of knowledge.&lt;br /&gt;
&lt;br /&gt;
==Siroc School of Shipbuilding and International Trade==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Frederick di Sarvos&amp;quot;&amp;gt;&amp;quot;If I say I&#039;m going to build a school... then in 200 years it will be one of the most prestigious buildings in the Empire, bet you real money.&amp;quot;&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Frederick&#039;s final proposal is significantly different to the others, but perhaps even more Ambitious. It is easy, he argues, to take an existing university and make it the most prestigious in the Empire. Far more challenging would be to establish something entirely new, and watch it grow. With that in mind, he has proposed the establishment of a school in Siroc dedicated to the study of shipbuilding and the arts of international trade, on the premise that it will serve as the seed from which a college will grow that will ultimately challenge Diora or Holberg for students.&lt;br /&gt;
&lt;br /&gt;
Unlike the shipyard at Atalaya, this new school would be dedicated to innovation more than industry. Furthermore, it would be built in Siroc - and enjoy the protection of the [[Construct_the_Salt_Guard|Salt Guard]] fortress [[The_same_bed#The_Salt_Guard|designed by Menno van Ritsjhof]], thus making it significantly harder for the [[Grendel]] to burn it down.&lt;br /&gt;
===Costs===&lt;br /&gt;
Constructing the School of Shipbuilding would require 30 wains of Weirwood, 20 wains of White Granite, and 10 wains of mithril for the creation of specialist ship-building tools. It would require 120 crowns in labour, and take six months to complete.&lt;br /&gt;
&lt;br /&gt;
The school would have an &#039;&#039;&#039;upkeep&#039;&#039;&#039; of 5 Thrones each season to the Senate Treasury representing among other things the salaries for expert professors, access to materials for students, acquisition of ship plans, and the like.&lt;br /&gt;
&lt;br /&gt;
There is no need for the College to have an [[Imperial title]] associated with it. If the Senate wished, however, it could stipulate that a suitable title be created with responsibility for the School of Shipbuilding and International Trade. The most obvious path for appointing such a title would be through the Imperial Bourse - either as a [[the Brass Coast|Freeborn]] national position appointed by [[fleet]] owners or as an Imperial position auctioned through the Bourse. One of Frederick&#039;s aides has pointed out that an obvious alternative to creating a new title would be to stipulate that the existing [[Imperial Fleet Master]] might potentially be granted responsibility for the School, which has obvious military as well as economic implications.&lt;br /&gt;
&lt;br /&gt;
===The School of Shipbuilding===&lt;br /&gt;
The new college would focus not only on the study of geography, languages, history, and politics, but also on maritime skills including navigation, piloting and ship-building. He envisages an extensive faculty dedicated to improving Imperial understanding of ship design. With suitable funds available, it might be possible to attract experts from the [[Sarcophan Delves]] or even [[Asavean Archipelago|Asavea]] to teach at the college, as well as providing scholarships to promising students. There would also be a practical element - a building yard and dry dock allowing students to develop their practical, as well as purely theoretical, skills.&lt;br /&gt;
&lt;br /&gt;
The school would provide the benefits of a [[shipyard]]. The dry dock would allow it to engage in [[Shipyard#Naval_Construction|naval construction]], and built in conjunction with the Salt Guard, it would allow Siroc to function as a [[Shipyard#Refuge|refuge]] for any [[navy]].&lt;br /&gt;
&lt;br /&gt;
Crucially it would also encourage Imperial innovation in naval arts. As a consequence, any Imperial navy constructed at the School of Shipbuilding would have the opportunity to gain a &#039;&#039;quality&#039;&#039; - similar to the way in which a newly created Imperial army has a unique [[Army qualities|quality]] when it is completed. Once a single navy had been built here, any other Imperial navy constructed on the [[Bay of Catazar]] would likewise be eligible for a unique quality. In both cases, unlike a traditional army there may be some additional costs - most likely wains of weirwood or mithril - but the amount would depend on the quality to be provided.&lt;br /&gt;
===The Ships of Sarvos===&lt;br /&gt;
In the event that the School of Shipbuilding were commissioned, following the first season of construction a wave of renewed enthusiasm for naval endeavour would sweep the Bay of Catazar. One of the consequences of this would be renewed interest among the guilds of Sarvos in building the [[The_parents_of_security#The_Ships_of_Sarvos|Sarvos Arsenal and Dockyard]] from the plans discovered in Autumn 381YE, making that [[opportunity]] again available to the Senate.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Frederick has made four proposals. He will design and oversee construction on only one of them, provided construction starts before the Winter Solstice 383YE. The commission &#039;&#039;will not&#039;&#039; count against the limit of commissions the Senate has each season. If construction is completed on one of these projects, Frederick will offer another Statement of Endeavour to the Synod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expanding Holberg University&#039;&#039;&#039;&lt;br /&gt;
* Costs:  60 wains of white granite, and 30 wains of weirwood. 180 crowns for labour. Six months to complete.&lt;br /&gt;
* Upkeep: 10 Thrones each season&lt;br /&gt;
* Creates the [[#The Frederick di Sarvos Faculty of Architecture|Frederick di Sarvos Faculty of Architecture]], effectively giving the Empire an extra commission each season, provided the project meets minimum criteria. The commission overseen by the Faculty of Architecture may gain additional benefits depending on its nature.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Renovating Diora University&#039;&#039;&#039;&lt;br /&gt;
* Costs: 60 wains of white granite, 60 wains of weirwood, and 60 wains of mithril. 45 Thrones for labour. A year to complete.&lt;br /&gt;
* Upkeep: 15 Thrones each season (without changing the upkeep for any current or future college of magic)&lt;br /&gt;
* Creates the [[#The Diora University College of Autumn Magic and Dramaturgy|Diora University College of Autumn Magic and Dramaturgy]], which functions as a [[college of magic]] specialised in [[autumn magic|autumn lore]]. Attracting international students and professors, it does not increase upkeep for future colleges of magic in the Empire, and may provide addition opportunities related to foreign magic or magicians.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Rebuilding the Lepidean Library&#039;&#039;&#039;&lt;br /&gt;
* Costs: 60 wains of white granite, and 30 wains of weirwood. 180 crowns labour costs. Six months to complete.&lt;br /&gt;
* Upkeep: 20 Thrones each season&lt;br /&gt;
* Provides two benefits; the [[#The Lepidan Library|Lepidean Library]] would allow additional [[historical research]] each season restricted to researching paragons and exemplars, and details of historical figures encountered in past life visions; and the [[#The Garden of Atun|Garden of Atun]] would provide an additional dose of true liao each season.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Create Siroc School of Shipbuilding and International Trade&#039;&#039;&#039;&lt;br /&gt;
* Costs: 30 wains of Weirwood, 20 wains of White Granite, and 10 wains of mithril. 120 crows in labour. Six months to complete.&lt;br /&gt;
* Upkeep: 5 Thrones each season&lt;br /&gt;
* Creates the [[#The School of Shipbuilding|School of Shipbuilding]] which both functions as a [[shipyard]], and would allow the Empire to build [[navy|navies]] with special qualities.&lt;br /&gt;
* Once complete, it would make the [[The_parents_of_security#The_Ships_of_Sarvos|Sarvos Arsenal and Dockyard]] opportunity available to the Empire again.&lt;br /&gt;
==Resolution==&lt;br /&gt;
During the Winter Solstice, the [[Senate]] heard a [[Senate motion|motion]] to [[Construct_Naval_Academy_of_Blood_and_Brass|construct the Naval Academy of Blood and Brass]] but ultimately that motion failed. While the [[Conclave]] considered a [[Concord|Declaration of Concord]] the [[382YE_Winter_Solstice_Conclave_sessions#Concord_:_Support_for_Diora_University|supported the expansion to Diora University]], they ultimately rejected it. Meanwhile, the [[Synod]] saw a [[Statement of Principle]] in [[382YE_Winter_Solstice_Synod_judgements#Judgement_88|support of the Lepidean Library]] from the [[Assembly#The Assembly of the Nine|Assembly of the Nine]] - but on the explicit understanding that the [[liao#True Liao|true liao]] it would produce would be assigned by the [[Gatekeeper|Gatekeepers]].&lt;br /&gt;
&lt;br /&gt;
In the event, none of Frederick&#039;s proposals was actually commissioned by the Senate; the opportunity is still ongoing. However, following a [[382YE_Winter_Solstice_Synod_judgements#Judgement_42|call to Inquisition]] by &#039;&#039;&#039;Ranae de Rondell&#039;&#039;&#039; in the [[Ambition]] [[Virtue assembly|assembly]], Frederick di Sarvos has made it clear that he would not work on any of these projects until after the resolution of that judgement has taken place.&lt;br /&gt;
&lt;br /&gt;
The [[Lepidean Librarian|Lepidean Library]] was [[Construct Lepidean University|commissioned by Senate in Winter 383YE]]&lt;br /&gt;
&lt;br /&gt;
Following Frederick journeying to the Commonwealth shortly before the Autumn Equinox 385YE it is no longer possible to commission any of the opportunities offered in this wind of fortune.&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_Conclave_sessions&amp;diff=145668</id>
		<title>388YE Autumn Equinox Conclave sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_Conclave_sessions&amp;diff=145668"/>
		<updated>2026-09-19T11:24:40Z</updated>

		<summary type="html">&lt;p&gt;Responsible1: /* Neutrality: Callidus */&lt;/p&gt;
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&lt;div&gt;[[Category: Conclave]] [[Category: Conclave Sessions]] [[Category: 388YE Autumn]]&lt;br /&gt;
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==Auto-Generated Content==&lt;br /&gt;
&#039;&#039;&#039;Do not edit this content by hand. This page is generated by the database. Speak to a member of the wiki contributors team to get this page updated.&#039;&#039;&#039;&lt;br /&gt;
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This page was last updated on Sat Sept 05 01:12:34 UTC 2026 using Conclave Precedence.&lt;br /&gt;
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--&amp;gt;&lt;br /&gt;
==Precedence and the Font==&lt;br /&gt;
*&#039;&#039;&#039;The mana sent for distribution to the grandmasters following 388YE Summer was 64 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana remaining after distribution was 3 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana collected via the Principle of Proportions at 388YE Summer Conclave was 296 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana used to purchase the Rogue Declaration at 388YE Summer Conclave was 30 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twenty mana was provided by Thule warlocks as part of their treaty obligations with the Empire.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fifteen mana was provided by the grand lodge of the Golden Pyramid.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana available in the font for Conclave at 388YE Autumn is 364 mana.&#039;&#039;&#039;&lt;br /&gt;
The members of each order in attendance at the end of the previous summit determine precedence for the following summit according to the [[Principle of Precedence]]. There was 64 mana in the font after the final Conclave session of the 388YE Summer Solstice. This was distributed to the grand masters of the Conclave according to the Principle of Precedence as per the table below.&lt;br /&gt;
&lt;br /&gt;
This left 3 mana, which is added to the 296 mana collected at Conclave, the 15 mana from the Grand Lodge of the Golden Pyramid, the 20 mana from the agreement with the Thule, and the 30 mana from the [[Arbiter_of_the_Rogue_Declaration|rogue declaration]] at the previous event to form the font for the coming summit. The Conclave has access to a font of 364 mana at the 388YE Autumn Equinox.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable mw-collapsible sortable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Order&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Precedence&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Members&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Mana&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Ilium&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Rod and Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;152&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Golden Pyramid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;139&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Shuttered Lantern&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;119&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Unfettered Mind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;99&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Sevenfold Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;94&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Silver Chalice&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;87&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Celestial Arch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Friday==&lt;br /&gt;
===Interdiction: Cast Off The Chain of Memory===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Fiorente Vicente d&#039;Apulian, on behalf of the [[Unfettered Mind]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Vigilance demands caution in placing memories in the river when Apeiron the Sixth Eye is consuming them&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Performing [[Cast Off the Chain of Memory]] has been added to the list of interdictions.&lt;br /&gt;
&lt;br /&gt;
===Concord: Oracle Pig and Friends===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Tyburn Natkysset, on behalf of the [[Shuttered Lantern]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; &amp;quot;Go Oracle Pig and friends, you can beat the Eater of I, we believe in you&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. &lt;br /&gt;
&lt;br /&gt;
===Endowment: Vossk of Sarangrave Reforged===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Elagabala, on behalf of the [[Sevenfold Path]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; All that is worthwhile is shared with those who deserve it. This Conclave endows 60 mana to Vossk of Sarangrave Reforged, to pay the other half of the endorsed projection Fortune Favours the Bold in recognition of its completion and Virtue.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. 60 mana crystals delivered to &#039;&#039;&#039;Vossk of Sarangrave Reforged&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Concord: Invite High House of Wisdom===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Xanthippe Of the Lighthouse-That-Was, on behalf of the [[Celestial Arch]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; This Conclave invites magicians from the High House of Wisdom to visit the Empire and work with the Celestial Arch to review rituals in Imperial lore that draw on the assurance of an eternal.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. &lt;br /&gt;
&lt;br /&gt;
===Imperial Lore: Chance Blossoms, Chaos Thrives===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Yarvi Swiftwind, on behalf of the [[Silver Chalice]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To enter into Imperial lore &amp;quot;Chance Blossoms, Chaos Thrives&amp;quot; created by the Grandmaster of the Silver Chalice, with support from the order, with thanks to the Wise Flower chapter of Highguard who have promised to pay the 10 thrones for distribution of the ritual&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Awaiting [[Imperial_lore#Resolution|funding]]&lt;br /&gt;
&lt;br /&gt;
===Imperial Lore: Shadows Hide the Passing Spear===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Syl, as [[Dean of the Lyceum]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Shadows Hide the Passing Spear&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Awaiting [[Imperial_lore#Resolution|funding]]&lt;br /&gt;
&lt;br /&gt;
===Acceptance: Unifying Pontifex and the League===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Terentia of Sarangrave Reforged, on behalf of the [[Golden Pyramid]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; For the whole to prosper we have to look to those within one borders - the Conclave chooses the aid of the Unifying Pontifex in efforts to bring non-citizens in the Empire into the Empire. The League&#039;s highest calling.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
&lt;br /&gt;
===Concord: Chosen of Eternals===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Ilysses Of the Lighthouse-That-Was, on behalf of the [[Rod and Shield]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; It is the position of the Conclave that it is acceptable for an eternal to have a named, favoured individual. It is the business of Senate to determine whether these delegates are to receive Imperial positions.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
&lt;br /&gt;
==Saturday==&lt;br /&gt;
===Reconciliation: Courgetta Thistleseeker===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Zlata Ruznikova Perenel, The Dread Auntie, as [[Witness of Conclave]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Isolation is the thief of wisdom. Reconcile Courgetta Thistleseeker so she may join us and show what she has learnt.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. &#039;&#039;&#039;Courgetta Thistleseeker&#039;&#039;&#039; has been removed from the list of [[Sorcery#Active_Sorcerers|active sorcerers]].&lt;br /&gt;
&lt;br /&gt;
===Neutrality: Callidus===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Ashborn Trosk, as [[Archmage of Autumn]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Callidus to neutrality&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. [[Callidus]] has been moved to [[Alignment#Neutrality|neutral]]&lt;br /&gt;
&lt;br /&gt;
===Concord: Guide Unfettered Mind to Madruga===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Fiorente Vicente d&#039;Apulian, on behalf of the [[Unfettered Mind]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To guide the order of the Unfettered Mind to Madruga to assist in locating and rescuing the Drakes&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
&lt;br /&gt;
===Endorsement: Crimson Conjunction on Semmerholm===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Jeziah i Radah i Guerra, as [[Arcane Envoy]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave endorses the casting of &amp;quot;The Crimson Conjunction&amp;quot; on Semmerholm. A magnitude 27 Autumn projection which will result in the territory becoming cursed. In doing so, Conclave agrees to help recover damage to the territory&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. &lt;br /&gt;
&lt;br /&gt;
===Concord: Guide Celestial Arch to Jarm===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Xanthippe Of the Lighthouse-That-Was, on behalf of the [[Celestial Arch]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; We guide the Celestial Arch to speak with those in Jarm that work with Night eternals to learn more of their knowledge&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
&lt;br /&gt;
===Dissemination: Streams of Silver to Karrak===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Sorcha Embracing Fold, as [[Arbiter of the Rogue Declaration]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To disseminate a copy of the Autumn Mag 2 ritual &amp;quot;Streams of Silver&amp;quot; to Karrak to exchange with the Black Sand Circle coven of Beoraidh for &amp;quot;Kinfolk&#039;s Promise&amp;quot;, the sword of the orc ancestor Rucraic&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Awaiting [[Dissemination#Resolution|funding]]&lt;br /&gt;
&lt;br /&gt;
===Neutrality: Meraud===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Vesper Lucentia, on behalf of the [[Archmage of Summer]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Since his victory over Jaheris, the behaviour of the two eternals has shifted. Recent missives from the Silver Fox have given cause for concern in how he views his amity. Until we have gained a greater understanding of this new nature, and his intent, Meraud shall remain at neutrality&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. [[Meraud]] has been moved to [[Alignment#Neutality|neutral]]&lt;br /&gt;
&lt;br /&gt;
===Amity: Roshanwe===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Gralka, as [[Archmage of Day]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; In a voyage full of questions, why found an answer. But that led only to further questions in this journey. How does the seeker of the star help the world repel the Cold Sun? Tonight we ask the Conclave to change the alignment of Roshanwe to amity to find this out. And perhaps by doing so meet Little Lamp before they assume their position among our civil service.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.  [[Roshanwe]] has been moved to [[Alignment#Amity|amity]]&lt;br /&gt;
&lt;br /&gt;
===Enmity: Ungholt===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Brat, as [[Archmage of Night]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; We are an Empire of Dreams. We declare enmity against Ungholt the Delirium King.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.  Ungholt has been moved to [[Alignment#Enmity|enmity]]&lt;br /&gt;
&lt;br /&gt;
===Concord: Grand Lodge of Rod and Shield===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Ilysses Of the Lighthouse-That-Was, on behalf of the [[Rod and Shield]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave requests an appraisal of a grand lodge of the Rod and Shield in Sermersuaq to work hand in hand with the famed Wintermark smiths. To honour Sakari&#039;s Legacy. To defend from the Jotun, the Thule, and the unknown.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
&lt;br /&gt;
===Sorcery: Gisli i Phovas i Guerra===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Tyburn Natkysset, on behalf of the [[Shuttered Lantern]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To declare Gisli, known as Gisli the Provider, a sorcerer&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.  Gisli i Phovas i Guerra has been added to the list of [[Sorcery#Active_Sorcerers|active sorcerers]]&lt;br /&gt;
&lt;br /&gt;
===Concord: Moral Injury===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Casimir Pakkanovic Mislova, as [[Imperial Magus]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave thanks the Senate for the new law protecting mortal souls from moral injury. Conclave calls on Imperial magicians and Conclave attendees to speak to Synod priests to help explain how magic might, and does not cause moral injury to mortal souls&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed.&lt;br /&gt;
&lt;br /&gt;
===Concord: Guide Sevenfold Path to Jarm===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Elagabala, on behalf of the [[Sevenfold Path]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; As the Convocation of Virtue meet with the Lepidean Librarian to discuss their inspiration Vsilia, let the Sevenfold Path be guided once more to Jarm to share with the Convocation stories of our inspirations, to compare what inspires them. Let us learn new ways to exemplify and inspire.&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
&lt;br /&gt;
===Endowment: Rashid i Hayim i Riqueza===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Rashid i Hayim i Riqueza, as [[Bursar of the Conclave]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; I, Rashid i Hayim i Riqueza, will endow 150 mana to myself, to support the construction of grand lodges and colleges of magic&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. 150 mana crystals delivered to &#039;&#039;&#039;Rashid i Hayim i Riqueza&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Candidacy: Archmage of Autumn===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Terentia of Sarangrave Reforged, on behalf of the [[Golden Pyramid]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To elect the Archmage of Autumn&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Ashborn Trosk&#039;&#039;&#039; was elected as the [[Archmage of Autumn]]&lt;br /&gt;
&lt;br /&gt;
===Imperial Lore: The Arc of Sküld===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Yarvi Swiftwind, on behalf of the [[Silver Chalice]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To enter into Imperial lore &amp;quot;The Arc of Sküld&amp;quot; Winter Mag 200. Effectively a boosted Wither the Seed but only 10 years long and &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; effective against vallorn&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Awaiting [[Imperial_lore#Resolution|funding]]&lt;br /&gt;
&lt;br /&gt;
===Candidacy: Imperial Censor===&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Vesna Borkovna Prochnost, as [[The Throne]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To elect the Imperial Censor&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Nos Umbral Path&#039;&#039;&#039; was elected as the [[Imperial Censor]]&lt;/div&gt;</summary>
		<author><name>Responsible1</name></author>
	</entry>
</feed>