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All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.
==Battle opportunities==
Imperial prognosticators have identified four possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.
<table><td style="background-color: LightGray;">'''Territory'''</td><td style="background-color: LightGray;">'''Opportunity'''</td><td style="background-color: LightGray;">'''Location'''</td><td style="background-color: LightGray;">'''Opposition'''</td><td style="background-color: LightGray;">'''Day'''</td><td style="background-color: LightGray;">'''Learn More'''</td><td style="background-color: LightGray;">'''CS Briefing'''</td>
<tr><td>[[Mareave]]</td><td>Collapse the Tunnels</td><td>''Syagrian Haven, Icarion''</td><td>Grendel</td><td>Saturday</td><td>[[Salt_lions#Battle_Opportunity_:_Jaws_of_the_Leomarid|Jaws of the Leomarid]]</td><td>[[:File:Jaws of the Leomarid.pdf|PDF Link]]</td></tr>
<tr><td>[[Forest of Ulnak]]</td><td>Clear the Retreat</td><td>''Reeth Plain, Grimfen Mire''</td><td>Druj</td><td>Saturday</td><td>[[LINK|Opportunity]]</td><td>[[:File:|PDF Link]]</td></tr>
<tr><td>[[Bregasland]]</td><td>Treat with Enemies</td><td>''Whelkquay, North Fens''</td><td>Jotun</td><td>Saturday</td><td>[[LINK|Opportunity]]</td><td>[[:File:|PDF Link]]</td></tr>
<tr><td>[[Salt Flats of Sanath]]</td><td>Break the Shackles</td><td>''Rivenglade, Lower Saarnath''</td><td>Druj</td><td>Sunday</td><td>[[LINK|Opportunity]]</td><td>[[:File:|PDF Link]]</td></tr>
</table>
<!--{| class="wikitable sortable" style="width:300px; float: right; margin: 10px;"
|-
! Nation !! Force Weight
|-
| Brass Coast || -
|-
| Dawn || -
|-
| Highguard || -
|-
| Imperial Orcs|| -
|-
| League || -
|-
| Marches || -
|-
| Navarr || -
|-
| Urizen || -
|-
| Varushka || -
|-
| Wintermark || -
|}
The sides for the battles will be chosen by the generals in the [[Muster]] of the [[Military Council]] on Friday night. The battle on Saturday must have at least '''XXX''' and at most '''XXX''' force weight sent on it. The battle on Sunday must have at least '''XXX''' and at most '''XXX''' force weight sent on it.-->


===Battle participation===
===Battle participation===
If you have your own [[orc]] mask please do bring it along as we're keen to ensure we can field forces predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units regardless of the battle opportunity, and should not include human combatants.
If you have your own [[orc]] mask please do bring it along as we're keen to ensure we can field forces predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units regardless of the battle opportunity, and should not include human combatants.
* '''The Mareave opportunity involves forces composed primarily of Grendel orc soldiers'''
We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look [[Grendel look and feel|here]], and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps, and other purple clothing and other bright colours as their iconic look.
* '''The Forest of Ulnak opportunity involves forces composed primarily of Druj orc fighters'''
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. If you have your own [[orc]] mask, please do bring it along as we're keen to ensure we can field a force predominantly comprised of Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.
* '''The Bregasland opportunity involves forces of composed primarily of Jotun or Lasambrian orc warriors'''
We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look [[Jotun_look_and_feel|here]], but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look. For the Lasambrian Jotun orc forces elements of Brass Coast  kit, armour, and weapons can be used emphasise their distinct visual nature.
* '''The Salt Flats of Sanath opportunity involves forces composed primarily of Druj orc fighters accompanied by some human fighters of Leen'''
We ask the majority of player volunteers to take on the roles of Druj orcs as normal. If you have your own [[orc]] mask, please do bring it along as we're keen to ensure we can field a force predominantly comprised of Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look [[Druj_look_and_feel|here]], but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look. Any players looking to play a human fighter from the city of Leen is encouraged to wear any blue colours they have available.


'''IMPORTANT''' - we will '''not''' be reusing any orc masks to players for these battle opportunities. Our orc masks will only be used once this event and then washed ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.
'''IMPORTANT''' - we will '''not''' be reusing any orc masks to players for these battle opportunities. Our orc masks will only be used once this event and then washed ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.

Revision as of 12:35, 8 September 2026

Three Flags.jpg
Banners flutter as the winds of war begin to blow.

Overview

Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are opportunities, we've given a Wind of War its own page; other military actions are discussed here.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the Winds of Fortune is to make players aware of things their characters should know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of Anvil.

It should go without saying that we ask everyone to abide by the rules about online roleplaying with regard to the military campaign. It's important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.

All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn't need a full battle campaign write-up.

The Heavy Skies of Autumn

Conflict Wind
Bregasland Mud, blood, and manacles
Mareave Salt lions
Therunin The dose makes the poison
Sarangrave Skull beneath the skin
Salt Flats of Sanath Forward into depthless dark
The Mallum A greater darkness

After the height of Summer, we take the slow road toward Winter. Green leaves shade to yellow and red; bright blossoms swell and undergo that magical transformation from flower to fruit. The sun stays abed a little longer each morning, retires a little earlier. The gulfs of night yawn, whispering the promise of snow and rain and the end of things. Summer is the season of war, blades bright in the noonday sun, shields raised against the sharp arrows of the foe, horns and voices alike raised in praise of battle. The crows circle lazily in the azure sky, though. They know that after every fight there will come a harvest, and they are eager to sup the bounty that spills out on the sodden soil.

This year is no different; the Empire's armies march proudly to war against their enemies. In the east, the west, and the south they fight, and even the north is not entirely spared the glorious rhythm of steel on steel as Imperial soldiers fight alongside the blue-swaddled warlocks of Otkodov who battle in pursuit of their own inscrutable goals.

Where to begin?

The Jotun have held Bregasland now for long enough that they might think it is part of their domain, might be considering placing their own stamp on it as they have Ashvale. The Strong Reeds have a different thought, and this season they rise, and with their allies, fight to change the status quo. It is a season of mud, blood, and manacles.

Or perhaps we should start almost as far away from the Marches as it is possible to get while still being in the Empire? In Mareave, the opposing strategies of Imperial and Grendel armies clash and flow around one another, while the neutral city-state of Beoraidh looks on. A clash of pride and retribution, of wisdom and cunning, of courage and audacity, of loyalty and fidelity, of sea and stone. The salt lions roar, and the long slow fight for the land that was once Mahal drags on another season.

Maybe look instead to Therunin, where the Golden Axe venture into the poisoned ruin that is the Tarn Valley. The reside of Sephals Cauldron has tainted the marshes, killing plants and animals and people with equal indifference. The Druj hold the valley, but they are isolated from the Mallum by the vallorn and the loss of the Sarangrave. Perhaps both sides will benefit from a reminder that it is the dose makes the poison?

And speaking of the Sarangrave... the victorious Imperial armies have not rested on their laurels. As Summer fades, the Empire sends its soldiers deeper into the Mallum. It falls to the Axou of Thornfen to protect the territory, the Urizen and rebels and former slaves alike, from the depredations of Winter spirits unleashed by the collapsing armies. Who better understands the skull beneath the skin than the necromantia of Axos?

Battle opportunities

This is a placeholder page for content that PD are actively working on.

Imperial prognosticators have identified three possible major conjunctions of the Sentinel Gate at the coming summit. The Military Council will muster on Friday night, and the generals will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.

All battle opportunities are Combat Highly Likely environments.

Battle opportunities

Imperial prognosticators have identified four possible major conjunctions of the Sentinel Gate at the coming summit. The Military Council will muster on Friday night, and the generals will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.

All battle opportunities are Combat Highly Likely environments.

TerritoryOpportunityLocationOppositionDayLearn MoreCS Briefing
MareaveCollapse the TunnelsSyagrian Haven, IcarionGrendelSaturdayJaws of the LeomaridPDF Link
Forest of UlnakClear the RetreatReeth Plain, Grimfen MireDrujSaturdayOpportunity[[:File:|PDF Link]]
BregaslandTreat with EnemiesWhelkquay, North FensJotunSaturdayOpportunity[[:File:|PDF Link]]
Salt Flats of SanathBreak the ShacklesRivenglade, Lower SaarnathDrujSundayOpportunity[[:File:|PDF Link]]

Battle participation

If you have your own orc mask please do bring it along as we're keen to ensure we can field forces predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player elite monster units (EMUs) are expected to monster as their barbarian orc units regardless of the battle opportunity, and should not include human combatants.

  • The Mareave opportunity involves forces composed primarily of Grendel orc soldiers

We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look here, and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps, and other purple clothing and other bright colours as their iconic look.

  • The Forest of Ulnak opportunity involves forces composed primarily of Druj orc fighters

We ask the majority of player volunteers to take on the roles of Druj orcs as normal. If you have your own orc mask, please do bring it along as we're keen to ensure we can field a force predominantly comprised of Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look here, but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.

  • The Bregasland opportunity involves forces of composed primarily of Jotun or Lasambrian orc warriors

We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look here, but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look. For the Lasambrian Jotun orc forces elements of Brass Coast kit, armour, and weapons can be used emphasise their distinct visual nature.

  • The Salt Flats of Sanath opportunity involves forces composed primarily of Druj orc fighters accompanied by some human fighters of Leen

We ask the majority of player volunteers to take on the roles of Druj orcs as normal. If you have your own orc mask, please do bring it along as we're keen to ensure we can field a force predominantly comprised of Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look here, but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look. Any players looking to play a human fighter from the city of Leen is encouraged to wear any blue colours they have available.

IMPORTANT - we will not be reusing any orc masks to players for these battle opportunities. Our orc masks will only be used once this event and then washed ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.

Conjunctions

The Sentinel Gate also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these conjunctions involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.

For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians' goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.

Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting Detect Magic (Discover Conjunction) on the Sentinel Gate in the presence of a referee.

It's very important to pay attention to the accessibility note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are available both before and during the event. You can learn more about this on the accessibility page.

Friday

These times and numbers are subject to change until 18:00 on Friday
Time People Duration Combat Location Responsibility Overview/Link
18:15 TBC 20 mins Highly Likely Bregasland, Gravenmarch, Graven Commons General of the Burning Falcon Prevent Janon heralds from cursing Bregasland
18:20 4 45 mins Unlikely Mitwold, Oddmire, Sod's Spelunk William Guildenstern Recover the artifact
18:30 TBC 20 mins Highly Likely Sarangrave, Turan Flats, Tercia's Bluff Senator for Sarangrave Destroy the column
18:45 TBC 20 mins Highly Likely The Barrens, Saltmarsh, Glade of the Rising Sun Maestro of the Cat's Graces Prevent Janon heralds from cursing the Barrens
19:00 TBC 20 mins Highly Likely Sarangrave, Nesustak Forest, Gizzard's Meadow Imperial Spymaster Identify and execute the Druj spy
19:15 TBC 20 mins Highly Likely Kahraman, Braydon's Jasse, Uthman's Field Azure Sutannir Prevent Janon heralds from cursing Kahraman
19:45 4 45 mins Contained Therunin, East Ashes, Weeping Glade Eskah Swift Hart Meet with Dochas Weeping Glade
20:00 No bows or crossbows after this time
20:25 6 10 mins Highly Likely Therunin, Lower Tarn Valley, Slatefair Cave Strategos of Navarr Rescue the hostages
20:30 TBC 20 mins Highly Likely Salt Flats of Sanath, Lower Saarnath, Sallow Plains General of the Black Thorns Kill Huk'nar Skintwister
20:40 6 10 mins Highly Likely Salt Flats of Sanath, Lower Saarnath, Toadwater Catacombs General of the Citadel Guard Stop the ritual
20:55 6 10 mins Highly Likely Ossium, Echofell, Forsaken Shaft Strategos of Varushka Interrupt the ceremony
21:00 TBC 20 mins Highly Likely Salt Flats of Sanath, Lower Saarnath, Hammerwright's Folly General of the Lions of Adelmar Recover the Chain of the Hammerwright
21:05 10 45 mins Unlikely Necropolis, Coursmouth, The Secluded Tomb Danika Valentine Investigate the mysterious tomb
21:10 6 10 mins Highly Likely Sarangrave, Thornfen, Westfore Tunnels Strategos of Urizen Stop the Druj undermining the Tower of the Skink
21:25 6 10 mins Highly Likely The Barrens, Carmine Fields, Endsfell Strategos of Dawn Stop the Druj poisoning wells
21:40 6 10 mins Highly Likely Reikos, Chalcis Mount, Nikal's Redoubt Strategos of Highguard Stop the Druj

Saturday

These times and numbers are subject to change until 10:00 on Saturday
Time People Duration Combat Location Responsibility Overview/Link
14:45 TBC 20 mins Highly Likely Bregasland, Ottermire, Potter's Beach Keeper of the Dour Fens Find out what happened to the missing scouts
15:00 TBC 20 mins Highly Likely Bregasland, Grey Fens, Old Jill's Fallow Blackroot Broker Intercept the Jotun supplies
15:15 TBC 20 mins Possible Kallavesa, West Marsh, Westerhal Fens Raven Seer Investigate the strange coral husks
15:30 TBC 20 mins Highly Likely Bregasland, Grey Fens, Short New South Road General of the Red Wind Corsairs Claim the wealth of the yegarra
15:45 TBC 20 mins Highly Likely Kallavesa, Kallavesa Marsh, Freja's Rest Remembrancer of Blood and Salt Hunt down and destroy the lurking coral husks
16:00 TBC 20 mins Highly Likely Bregasland, Ottermire, Bella's Bluff Quartermaster of the Hanuri Garrison Defeat the yegarra
17:15 TBC 20 mins Highly Likely Ossium, Bittershore, Holstein's Vale Merchant Boyar of the Bittershore Defeat the bandits
17:30 TBC 20 mins Highly Likely Sarangrave, Kroll, Snaring Marsh Solas of the Spire of the First Light Interact with the sac of Kroll
17:45 TBC 20 mins Suitable for Cadets Ossium, Bittershore, Whisper Copse The Academy Aid the injured patrol
18:00 TBC 20 mins Highly Likely Sarangrave, Kroll, Shifting Gulch Warmage Interact with the sac of Kroll
18:15 TBC 20 mins Highly Likely Ossium, Bittershore, Zhokhov's End Custodian of the Sunless Depths Aid the injured patrol
18:35 11 TBC mins Unlikely Zenith, Occursion, Garden of the Perfect World Seeker of the Perfect World Bring Prosperous inspiration to the people of Tsark
19:55 6 10 mins Highly Likely Zenith, Occursion, Dismal Pit Herminius of the House of the Wanderer Kill the Disciples of Sulemaine
20:00 No bows or crossbows after this time
20:00 TBC 20 mins Highly Likely Forest Of Ulnak, Ghul'thak Forest, The Butcher Glade Master of the School of Exorcism Kill the Mirk Lizards
20:10 6 10 mins Highly Likely Zenith, Occursion, Fuliginous Burrow Architect of Illumination Defeat the bandits
20:15 50 60 mins Unlikely Sermersuaq, Tanikipari, Shaore of Atkonaroq Mediator of Hyljehal Attend the Festival of Autumn's Easing
20:25 6 10 mins Unlikely Zenith, Occursion, Mirksome Tunnel Gardener of Pallas Treat the injured sentinels
20:30 TBC 20 mins Highly Likely Forest Of Ulnak, Ghul'thak Forest, The Razor Thicket Rhydian de Rondell Kill the Mirk Lizards
20:40 6 10 mins Highly Likely Zenith, Occursion, Caliginous Pocket Arbiter of the Four Winds Defeat the creatures
20:55 6 10 mins Highly Likely Zenith, Occursion, Tenebrous Cave General of the Argent Sword Defeat the creatures
21:00 TBC 20 mins Highly Likely Karsk, Moresvah, Mirky Vale Watcher of the Semmerlak Kill the Mirk Lizards
21:10 6 10 mins Unlikely Zenith, Occursion, Twilight Cavern Oblivion Sentinel Perform Herthfire's Hospitality or Leonine Pavilion and help the malaised sentinels

Military Considerations

Several territory pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several fortifications that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.

  • Billeting: Any Imperial army can take the Billet order in Mitwold, Mournwold, or Upwold. Link
  • Brass Coast
  • Dawn:
    • Dawnish armies cannot take the Cautious Advance order or the Give Ground order. Link
    • Dawnish armies cannot take the Steady Conquest order against Druj until the start of the Summer Solstice 389YE. Link
    • Dawnish armies can take the Triumphant Charge order against Druj until the start of the Summer Solstice 389YE. Link
    • The borders of the Barrens are patrolled by citizens of the territory as a result of the mandate enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.
    • The Lions of Adelmar cannot take the Cautious Advance order or the Give Ground order until have spent an entire year without the Knights of Glory enchantment. They last hosted the heralds of Eleonaris after the Summer Solstice 388YE.
  • Highguard
    • Highborn armies can take the Protect the Innocent order. Link
    • Highborn armies enchanted with rituals or targeted by a boon that calls an eternal to send heralds to fight alongside the army will lose a thousand effective strength until the end of the Spring Equinox 389YE as a result of a mandate enacted by Frater Pontius of Adoniram's Testament
    • Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. Link
  • Imperial Orcs
    • An Imperial Orc army can take the Forge Hammers order whilst in Skarsind. Link
  • The Marches:
  • Urizen:
    • The borders of Morrow and Zenith are patrolled by citizens of the territory as a result of the mandate enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.
    • Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. Link
  • Varushka:
    • The borders of Ossium are patrolled by citizens of the territory as a result of the mandate enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.
    • Varushkan armies can take the Hospitality of the Boyars order whilst in Ossium. Link.
    • The Golden Axe cannot take the Cautious Advance order or the Give Ground order until have spent an entire year without the Knights of Glory enchantment. They last hosted the heralds of Eleonaris after the Autumn Equinox 387YE.
  • Wintermark:
    • Wintermark armies can take the Fight with Honour order. Link.
    • Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. Link
    • Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. Link
    • The Green Shield cannot take the Cautious Advance order or the Give Ground order until have spent an entire year without the Knights of Glory enchantment. They last hosted the heralds of Eleonaris after the Summer Solstice 388YE.

Click Expand to see military considerations that are less relevant at the current time but are still active.

  • Morrow: Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. Link