386YE Autumn Equinox winds of war
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| Jotun, Mournwold || [[The wild wind rises]] | | Jotun, Mournwold || [[The wild wind rises]] | ||
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|Druj, Therunin |[[Blood and mire]] | | Druj, Therunin || [[Blood and mire]] | ||
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Autumn is the season of the harvest, a season of reaping and gathering-in. The slow slide into Winter has begun, but this year it seems more like a scramble. Storms continue to wrack the [[Bay of Catazar]]; torrential rains threaten to ruin the [[the Marches|Marcher]] crops before they can be stowed safely in the barns; even over [[Dawn]] the bright blue skies of Summer are over-eager for the clouds that darken them. The weather above reflects the weather below; a season of tumult when the storm of swords breaks across the Empire. | Autumn is the season of the harvest, a season of reaping and gathering-in. The slow slide into Winter has begun, but this year it seems more like a scramble. Storms continue to wrack the [[Bay of Catazar]]; torrential rains threaten to ruin the [[the Marches|Marcher]] crops before they can be stowed safely in the barns; even over [[Dawn]] the bright blue skies of Summer are over-eager for the clouds that darken them. The weather above reflects the weather below; a season of tumult when the storm of swords breaks across the Empire. |
Latest revision as of 14:42, 21 August 2024
Overview
Over the last three months, Imperial forces have engaged in military campaigns against barbarian forces. Sometimes those engagements have been wide ranging and dramatic, other times they have been more sedate. Continuing the approach we took last year, we're presenting a summary of the campaign on this page. Where there has been more dramatic action, or where there are opportunities, we've given a Wind of War its own page. We're also continuing to provide information about the battle opportunities, listed in the theatres that they concern.
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.
Gathering the Harvest
Conflict | Wind |
---|---|
Asaveans, Meade | Harvest of infamy |
Grendel, Feroz and Madruga | Glass and flame |
Jotun, Mournwold | The wild wind rises |
Druj, Therunin | Blood and mire |
Autumn is the season of the harvest, a season of reaping and gathering-in. The slow slide into Winter has begun, but this year it seems more like a scramble. Storms continue to wrack the Bay of Catazar; torrential rains threaten to ruin the Marcher crops before they can be stowed safely in the barns; even over Dawn the bright blue skies of Summer are over-eager for the clouds that darken them. The weather above reflects the weather below; a season of tumult when the storm of swords breaks across the Empire.
Start with a crack of lightning, presaging the thunder to come. A lightning strike behind the lines, a treacherous attack against the people of Mitwold. The Asavean Plenum sends swift ships through the Sea of Snow down the Gullet, to strike at the Marches; a surprise assault on the first market town, on the city of Meade. A cowardly attack, to raid and ruin, leading to a Harvest of infamy.
On the Bay of Catazar, the Brass Coast suffers. For years Feroz has been under the heel of the vile Governor Rahab. The Grendel and their allies assailed Madruga and burned Siroc, and now the Children of Wrecks have seized the islands. The flames of war are lit, and the drums begin to beat, and the battle is joined. But who fights, and where? All that is certain this season is that there is a glorious triumph... but for whom? Look for the answers in Glass and flame.
Between Mitwold and the Brass Coast lies Mournwold. Last season, at the height of Summer, the Jotun Queen of the North, the Jarl of Jarls, lead two armies into Southmoor and captured the market town of Sarcombe. Now it is Autumn, and time to bring in the wheat, time to reap what has been sown. The Tusks lead the way as the Empire comes to drive the Jotun from the Mourn. But there is many a slip betwixt cup and lip... and it is hard to say which way the vane will point when The wild wind rises.
Across now the the east, to the marshes and forests of Therunin. Between Urizen and Dawn, the Navarr territory has been invaded by the orcs of the Mallum. Poison spreads in the soil, and death stalks beneath the trees and lurks in the pools and lakes. The Druj seek to kill human and orc inhabitant alike, pressing west. Worse, there are rumours and hints that they have a purpose here even more terrible than slaughter - that they seek to meddle with the slumbering vallorn. The folk of striding and steading will not stand for this; now is the time of Blood and mire.
Battle opportunities
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.
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
TBC
Saturday
TBC
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 Autumn Equinox.
- Billeting: Any Imperial army can take the Billet order in Bregasland, Upwold, or Mitwold. Link
- Dawn:
- Dawnish armies cannot take the Cautious Advance order or the Give Ground order. Link
- Imperial Orcs
- The Marches:
- Marcher armies cannot take the Give Ground order. Link
- The Strong Reeds receive an additional 1000 strength when fighting in Bregasland. Link
- The Tusks receive an additional 1000 strength when fighting in Mournwold. Link
- The Drakes receive an additional 1000 strength when fighting in Mitwold. Link
- The Bounders receive an additional 1000 strength when fighting in Upwold. Link
- Varushka:
- 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
Click Expand to see military considerations that are less relevant at the current time but are still active.
- Zenith: Any Highborn or Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. Link
- 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