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Among the six great powers, the [[Sumaah Republic]] are simultaneously rivals to, and uneasy allies of, the Empire. Their shared practice of the Way both unites them through virtue, and divides them through disagreements about how the faith should be practiced and spread. Allies in the Liberty Pact, the priests of the two nations have recently agreed to an amicable split - each Synod going their own way but united by a shared commitment to spreading the Way as far and wide as possible. They just don't agree on what the best way to actually ''do'' that is, and while things are stable at the moment there's no guarantee they'll stay that way.
Among the six great powers, the [[Sumaah Republic]] are simultaneously rivals to, and uneasy allies of, the Empire. Their shared practice of the Way both unites them through virtue, and divides them through disagreements about how the faith should be practiced and spread. Allies in the Liberty Pact, the priests of the two nations have recently agreed to an amicable split - each Synod going their own way but united by a shared commitment to spreading the Way as far and wide as possible. They just don't agree on what the best way to actually ''do'' that is, and while things are stable at the moment there's no guarantee they'll stay that way.


You can read about relations between the Republic and the Casinean Empire, as well as some opportunities to offer aid to the Sumaah, in the '''[[Guide the spirit]]]''' wind of fortune.
You can read about relations between the Republic and the Casinean Empire, as well as some opportunities to offer aid to the Sumaah, in the '''[[Guide the spirit]]''' wind of fortune.
===The Price of Peace===
* '''Ambassadors to Otkodov, the Grendel, the Iron Confederacy; Imperial Consul; Imperial Senate; Avisena i Kharizmi i Guerra'''
The Empire shares a continent with a number of adjacent powers, some stronger than others. Four powerful orc nations surround the Empire, the [[Jotun]], [[Druj]], [[Thule]] and [[Grendel]]. The nations of [[Skoura]] and [[Faraden]] are small, each only a few territories at most. The [[Iron Confederacy]] is much bigger however and claims to be the Empire's equal in size and prominence. It may even be true. The Empire maintains careful diplomatic relations with most of these nations, including the Thule and the Grendel.
 
You can read about diplomatic matters relating to various [[orc]] and human nations, as well as learn about opportunities to interact with them in person, in the '''[[The price of peace]]''' wind of fortune.
===Winds and Flames===
* '''Ambassador to Faraden; Imperial Senate; people with weirwood, orichalcum, green iron, and iridescent gloaming; Military Council'''
[[Faraden]] is one of the smaller nations that neighbour the Empire, a country of merchants and wizards, proud warriors and heretical priests who ''almost'' follow the Way but not quite. There is no shared border - the lands of the [[Jotun]] lie between them - yet there is still a fair amount of trade and has been for centuries. Relations between the two nations vary from year to year, warm one moment, cool the next, but there has never been open war between the two nations. The Faraden would rather trade.
 
You can read about the current state of diplomacy between the EMpire and Faraden, and learn about a couple of opportunities to trade, in the '''[[Winds and flames]]''' wind of fortune.
===In the Hills, the Cities===
* '''Ambassador to Axos; Imperial Synod and the Throne; Imperial Senate; citizens with white granite to sell'''
For centuries, the Empire and [[Axos]] had little communication, but recently relations thawed, primarily as a result of the Empire's successful intervention in liberating the [[Axos#Gates_of_Ipotavo|Gates of Ipotavo]] from its siege by the [[Druj]]. In the years since, the Empire and Axos enjoyed relatively positive but often volatile relations, with the Empire successfully strong arming the nation into abandoning slavery and then inviting them to become signatories to the Liberty Pact. In the last year or two, however, things have gone from bad to worse, every perceived slight by the Empire making the Axou angrier and angrier.
 
You can learn about the current unstable situation, and a few opportunities that shouldn't make it any ''worse'', in the '''[[In the hills, the cities]]''' wind of fortune.


==Other Events==
==Other Events==

Latest revision as of 20:05, 16 July 2024

News in the Round.jpg
News spreads through word of mouth as fast as it does through broadsheets and posters, and is sometimes more reliable. Or at least, unreliable in more amusing ways...

Overview

Over the past three months, events have taken place which are of significance to the Empire and may require a response from her champions. These are the winds of fortune, counterparts to the Winds of War which detail the Empire's military campaigns. They lay out situations, and usually include things that characters can do to take advantage of opportunities or to resolve problems. In almost every case, they start with a piece of flavour text. This fiction helps introduce the wind of fortune, or draws out a particular theme or element. Often, it represents a viewpoint that one or more NPCs might have in-character. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip if they want to use it in character.

The body of the wind of fortune describes situations and lays out ways players can engage with them. Except where we explicitly talk about something being "rumoured" or use a phrase like "some might say..." the details of a wind of fortune are factual. They represent briefing material presented by the civil service or similar authoritative sources and represents something the average educated citizen would acknowledge as a reliable truth. Unless we specify otherwise, we're also being as thorough as possible. This information doesn't need further checking in-character. It's not opinion, and we're not trying to trick you.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters could know based on what their roleplaying says they have been doing for the past three months. It's perfectly acceptable to turn up to Empire having read only a few Winds of Fortune that directly interest your character; part of the fun on the field can come from learning about situations and opportunities in other parts of the game.

In each case, we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

Winds of Fortune

Inextricable, indefatigable, and inevitable

  • All Imperial citizens

The Throne, Emperor Vesna, has used her power to address the Empire to present a personal message to all Imperial citizens. The message has been distributed across the Empire by the civil service, and you can read it in the Inextricable, indefatigable, and inevitable wind of fortune.

For the Common Good

  • Ambassador to the Commonwealth; Imperial Senate; military captains and warbands; Gatekeeprs; citizens interested in relations with the Commonwealth

Among the six great powers of the known world, the Commonwealth are perhaps the closest allies the Empire has. Their militant society, committed to the idea of ensuring the greatest good to the greatest number of people, does not see eye-to-eye with the Empire on all matters but they clearly respect them. The Empire shared their mastery of magic with the magicians of the Commonwealth, and Commonwealth soldiers fought and died alongside the Freeborn in the fall of Siroc against the Grendel. Both nations know they must eventually come to blows – Empire and Commonwealth alike are dedicated to extending their influence over the whole world – but for now they can be friendly, at least.

You can learn about diplomatic relations and political complications relating to the Commonwealth, as well as several opportunities, in the For the Common Good wind of fortune.

Thrones and Principalities

  • Ambassador to Jarm; Imperial Senate; Imperial Conclave; Champion of Wisdom; Guildmaster of the Artisans and the Artisans Guild

Among the great powers, the Principalities of Jarm are no friends to the Empire. The magocracy, ruled by the House of Princes, has repeatedly denounced Imperial citizens for interfere with its interests. The Empire is also allied with their great rivals, the Commonwealth, and open war has recently erupted between the two great nations. While they are not at war with the Empire, communication in recent years has tended to be brusque and unfriendly.

You can learn about the state of diplomatic relations with the Principalities, as well as some opportunities for trade and commerce, in the Thrones and principalities wind of fortune.

Towers and Crows

  • Ambassador to the Sarcophan Delves; Imperial Senate; Weirwood seats; Regarrio Dossier

Among the six great powers, the Bedelaar Huisbaas merchant-princes of the Sarcophan Delves seek to maintain a level of neutrality. They trade enthusiastically with the Empire, and welcome Imperial merchants in their turn. While they have outlawed slavery, and the trade in slaves, they refuse to pick a side between the nations that make up the Liberty Pact and the so-called "Freedom Accord". More than anything else, they want to ensure that their trade vessels have free access to the wealth of the world, all the better to funnel as much of it as possible into their own pockets.

You can learn about the state of diplomatic relations with the Delves, as well as a couple of opportunities to trade with them, in the Towers and crows.

Guide the Spirit

  • Ambassador to the Sumaah Republic; Imperial Synod; Imperial Conclave

Among the six great powers, the Sumaah Republic are simultaneously rivals to, and uneasy allies of, the Empire. Their shared practice of the Way both unites them through virtue, and divides them through disagreements about how the faith should be practiced and spread. Allies in the Liberty Pact, the priests of the two nations have recently agreed to an amicable split - each Synod going their own way but united by a shared commitment to spreading the Way as far and wide as possible. They just don't agree on what the best way to actually do that is, and while things are stable at the moment there's no guarantee they'll stay that way.

You can read about relations between the Republic and the Casinean Empire, as well as some opportunities to offer aid to the Sumaah, in the Guide the spirit wind of fortune.

The Price of Peace

  • Ambassadors to Otkodov, the Grendel, the Iron Confederacy; Imperial Consul; Imperial Senate; Avisena i Kharizmi i Guerra

The Empire shares a continent with a number of adjacent powers, some stronger than others. Four powerful orc nations surround the Empire, the Jotun, Druj, Thule and Grendel. The nations of Skoura and Faraden are small, each only a few territories at most. The Iron Confederacy is much bigger however and claims to be the Empire's equal in size and prominence. It may even be true. The Empire maintains careful diplomatic relations with most of these nations, including the Thule and the Grendel.

You can read about diplomatic matters relating to various orc and human nations, as well as learn about opportunities to interact with them in person, in the The price of peace wind of fortune.

Winds and Flames

  • Ambassador to Faraden; Imperial Senate; people with weirwood, orichalcum, green iron, and iridescent gloaming; Military Council

Faraden is one of the smaller nations that neighbour the Empire, a country of merchants and wizards, proud warriors and heretical priests who almost follow the Way but not quite. There is no shared border - the lands of the Jotun lie between them - yet there is still a fair amount of trade and has been for centuries. Relations between the two nations vary from year to year, warm one moment, cool the next, but there has never been open war between the two nations. The Faraden would rather trade.

You can read about the current state of diplomacy between the EMpire and Faraden, and learn about a couple of opportunities to trade, in the Winds and flames wind of fortune.

In the Hills, the Cities

  • Ambassador to Axos; Imperial Synod and the Throne; Imperial Senate; citizens with white granite to sell

For centuries, the Empire and Axos had little communication, but recently relations thawed, primarily as a result of the Empire's successful intervention in liberating the Gates of Ipotavo from its siege by the Druj. In the years since, the Empire and Axos enjoyed relatively positive but often volatile relations, with the Empire successfully strong arming the nation into abandoning slavery and then inviting them to become signatories to the Liberty Pact. In the last year or two, however, things have gone from bad to worse, every perceived slight by the Empire making the Axou angrier and angrier.

You can learn about the current unstable situation, and a few opportunities that shouldn't make it any worse, in the In the hills, the cities wind of fortune.

Other Events

There are a number of other events and situations which are noteworthy, but which for whatever reason have not led to a full Wind of Fortune in their own right.

Trade Summary

Rather than spread this information out around the various foreign nations, we've collected it here for ease of reference.

  • Asavean Archipelago: The port of Nemoria is closed to Imperial trading vessels.
  • Axos: The Axos continue to be annoyed about revelations relating to Imperial involvement in the failure of their joint venture with the Grendel into the Mountains of the Moon. Consequently, Imperial fleets suffer penalties to trade with Axos. A fleet captain trading at the Towers of Kantor suffers a -2 rank penalty.
  • Commonwealth: The ports of Leerdam and Volkavaar welcome Imperial traders.
  • Principalities of Jarm: The ports of Kavor and Vezak remain closed to Imperial fleets.
  • Sarcophan Delves: Imperial captains continue to be welcomed in the Delves. Fleets trading with the great port-city of Sarcophan receive an additional dose of Marrowort and an additional dose of Imperial Roseweald on top of their normal production. The port of Betovering is open to Imperial fleets.
  • Sumaah Republic: There is no penalty to trade with Zemeh and Imperial fleets are welcomed. Be aware that the amount of liao and Imperial roseweald offered has switched as per the Parts of speech wind of fortune.
  • Grendel: The port of Oran is closed to Imperial fleets.
  • Iron Confederacy: The port of Robec is available for Imperial fleets but suffers a -1 rank penalty due to sanctions from the Suranni.
  • Faraden: The port of Caitun is available for Imperial fleets. Fleets from the Marches and Wintermark benefit from a +1 rank bonus due to close proximity.

Mandates

  • You can find details of the mandates, along with the rest of the Synod judgements, here.

A number of mandates were successfully upheld in the Imperial Synod last season. As long as the named priest provided sufficient liao, those mandates have been automatically enacted.

Spring Conjunctions

  • Last event there were a number of conjunctions of the Sentinel Gate; their known outcomes are listed here

During the Spring Equinox, there were a number of conjunctions of the Sentinel Gate identified by the Imperial prognosticators. In each case a band of Imperial heroes used that conjunction to travel to a location far from Anvil and intervene in an ongoing situation. These are the known outcomes of those conjunctions. In the case of battles, it is important to remember that the Military Council can only make use of two of the major conjunctions each summit, choosing which to take advantage of during the Muster.

Major Conjunctions

LocationOpportunityOppositionLinkOutcome
Liathaven, Liath's Glen, Wyndyn PathThwart Beater RoyseJotun & YegarraUnder the firelightNot taken; Green March under threat from the Jotun; the Jotun benefit from increased natural resupply in Liathaven; condition of the Feni unknown
Kallavesa, West March, HvalgrunnDefeat Jarl IdunnJotun & YegarraUnder the firelightField Marshal was Iron Osric of Wintermark; Banner of the Bear Who Swims was claimed; the three Sibling Swords were recovered; Mikko 'Stoutheart' dealt with
Mareave, Fleisardh, Brine Blood BayCapture the Brine TurtlesGrendelSea-wood fed with copperNot taken; situation unclear
Madruga, Free Landing, Siakha's MawStop Siakha's CultsGrendelThe cry of gullsField Marshal was Nicassia Avicia of Phoenix Reach of Urizen; kraken eggs were released into the coast; Thunderous Deluge and Foam and Spittle of the Furious Sea were both cast on Madruga; status of Mohrain Luain unclear; Sea Mage Tuairisc survived.

Normal Conjunctions

# Location Responsibility Overview Result
1 Karov, Duzekani, The Broken Copse Overseer of the Westward Road Defeat the Festering Warden The Festering Warden was defeated and the other husks slain
2 Miaren, Goldglades, The Old Green Fort Aniera Exiles End Meet with the Burning Vine Uncertain but Aniera Exiles End may know more
3 Spiral, Screed, Sabina's Sward Oblivion Sentinel Kill the Grendel The Grendel all slain
4 Weirwater, Weirmoor, Roland's Stand Castellan of Spiral Castle Defeat the Broken Errant The Broken Errant was defeated and the other husks slain
5 Spiral, Ossuary, Lucia's Grove Custodian of the Legacy Stop the Grendel The Grendel all slain and the Legacy protected
6 Karov, Malimorzi, The Granite Path Boyar of the Iron Roads Defeat the Iron Boyar The Iron Boyar was defeated and the other husks slain
7 Mareave, Eoradal, Old Skouran Orchard Vitore Van Temeschwar Prevent the Grendel from escaping Grendel defeated and treasure retrieved
8 Kahraman, Gambit, Path of Sofia Dhomiro of the Cinnabar Hills Stop the Jotun Jotun defeated and Escuta prevented from receiving additional resupply
9 Feroz, Morajasse, Taziolar's Woods Champion of Wisdom Intercept the suspicious Faraden agent Uncertain but Valens Leos may know more
10 Sermersuaq, Suaq Fount, Hanleth's Wastes Custodian of the Pride of Ikka's Tears Defeat Freydis and the rest of the Jotun Freydis and the rest of the Jotun were defeated
11 Segura, Burnish, Ring of Dust and Glass High Bard of the Empire Perform Align the Celestial Net to neutralise the Fire Beacon Ritual performed and remnants of the Fire Beacon neutralised
12 Brocéliande, Black Boughs, Trove of Gral'athet Reeve of Greenforest Fair Slay the vallornspawn Vallornspawn slain and Dawnish military units given access to the trove
13 Segura, Sobral Grasses, Parched Grasses Grandmaster of the Unfettered Mind Rescue the magician and destroy the Yoorn-marked Patrician Gideon of the Farthest Shore rescued and Yoorn-marked Patrician destroyed
14 Brocéliande, Vale's Lament, Cara's Thicket Champion of Loyalty Slay the vallornspawn Vallornspawn slain and thorns saved
15 Kahraman, Jade Range, Parched Range Mistress of the Dust Parador Deal with the Lasambrian champion and destroy the Irremais-marked Patrician Irremais-marked Patrician destroyed. Nemi i Riqueza may know more about the Lasambrian champion.
16 Hercynia, Deer's Folly, Toxic Dell Spear of the Seven Distract the vallornspawn Vallornspawn successfully distracted
17 Hercynia, Deer's Folly, Toxic Dell Archmage of Spring Perform the Dance of Navarr and Thorn The Dance of Navarr and Thorn successfully performed
18 Segura, Lucksprings, Parched Springs Bakar i Riqueza Destroy the Naeve-marked Patrician and recover dust Naeve-marked Patrician destroyed and dust recovered
19 Necropolis, Sanctuary Sands, Orchard of the Third Step Champion of Prosperity Reclaim the heirloom Heirloom recovered and all Grendel killed
20 Necropolis, Longbeach, Ada's Woods Imperial Spymaster Prevent the Grendel from escaping with intelligence All Grendel slain and intelligence recovered
21 Necropolis, Highrod, Coppice of Athaliah High Exorcist Defeat the Grendel and put the ghosts to rest Both ghosts put to rest and all Grendel slain
22 Weirwater, Wickmoor, Regan's Glade Knight-protector of Spring Guide the creatures home All boggarts rescued
23 Skarsind, Pakaanan's Pass, Bitter Hollow Storm Shaman Defeat the scions Significant Imperial casualties. Majority of scions survived and force of Storm Pass channelled
24 Upwold, Birchland, James' Orchard Keeper of the Golden Fields Guide the creatures home All boggarts rescued
25 Bastion, Sybella Cross, Disordered Expanse Knight-protector of Spring Perform Regrow the Lands Heart and defeat the scions Regrow the Land's Heart successfully performed
26 Hercynia, Summersend, Merel's Glade Granger of the Golden Orchard Guide the creatures home Most boggarts killed
27 Karov, Wieliczka, Glade of Haamrikoht Champion of Courage Defeat the scions Significant Imperial casualties. Majority of scions survived and the Haamrikoht Stone sundered
28 Arbonne, Laufette, Anduz Watch Ambassador to the Iron Confederacy Auction rights of salvage Auction rights purchased on behalf of Highguard