Revision as of 19:49, 17 July 2023 by Rafferty (talk | contribs) (→‎Inkpot Gods)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Words have Weight.jpg
Each word has meaning, each word has weight.

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

Three and Three (Plenipotentiary)

  • Archmages; Imperial Conclave; Advisor on the Vallorn, Penumbral Watcher, Skywise Gralka; Blaze Dunning of Wintermark; an old child, a young upstart, a lost guide, a wealthy beggar, a humble prince, and a silent storyteller

The Empire's six archmages are each able to contact an eternal of their realm with a plenipotentiary message. The eternals they address are bound to respond in some way. They might agree to a formal parley, or a private meeting, or suggest something entirely unexpected, but they will surely do something. During the Spring Equinox, each archmage apparently dispatched a plenipotentiary, and as the Summer Solstice approaches, six eternals send messengers to deliver their replies. Three had agreed to formal parleys, and three have made other arrangements.

You can read about the responses of the eternals, including one whose identity is currently a mystery, in the Three and three wind of fortune.

Fate and Function

  • People of Urizen, especially Zenith; Imperial Senate; Prosperity Assembly

The Druj left Zenith in a parlous state; stifled by miasma and bereft of hope. After six months of hard work by magicians, priests, politicians, and warriors, the situation is finally improving. The final step to restore Zenith was the completion of the Crucible of Fate - a profound triumph that is now slowly transforming the territory. With the aid of the Golden Pyramid, the heralds of the eternal Estavus, and even the cheerful support of the Dragon of Stone's koboldi, new spires are built and artisans and architects alike begin to spin a new future for their people on the Loom of Fate.

You can learn about the impact of the Crucible of Fate, and the opportunities it presents to the people of Urizen, in the Fate and function wind of fortune.

Restoration and Renewal (Appraisal)

  • Urizen; Urizen Assembly; Lumi of Wintermark, Custodian of the Bleak Tower; Imperial Senate

The Conscience of the Senate has commissioned the Prognosticator's Office to appraise the restoration of the Gardens of Pallas - a sinecure destroyed by the Druj during their invasion of Zenith. Rebuilding the gardens presents no particular challenges, but the appraisal also requests an examination as to whether their splendour might exceed that of the original commission. The Imperial Auditor selected Lutomysla Niegoslava to take charge of the project, and any or all of her suggestions will see a new Gardens of Pallas easily eclipse the achievements of those the orcs ruined.

You can read about the results of the appraisal, and the suggestions of Lutomysla Niegoslava, in the Restoration and renewal wind of fortune.

Concord and Accord

  • Imperial Conclave; Imperial Senate; Throne candidates

The Empress should be fully engaged with all bodies of state. So begins the declaration of Concord raised by the Imperial Magus Æsa Sigeling and confirmed by the Conclave. While the actual job of appointing a Throne lies with the Senate, it's clear the Orders are keen to ensure that whoever is appointed has the best interests of Imperial magicians at heart. Only one candidate has so far engaged with the Conclave, and now the eyes of the Empire's wizards look towards the others for some sign they recognise the importance of the Conclave.

You can learn about what this means for aspirant Thrones, and what the Conclave can do to influence the race, in the Concord and accord wind of fortune.

Farewell Wanderlust

  • Imperial citizens visiting Anvil, especially business, mine, farm, and forest owners; cambion; farmers with menhirs

The Spring Equinox saw the first-ever performance of an Imperial enchantment tied to the realm of Autumn. The Net and Vine of Wintermark used consummate mastery of Autumn magic to create the Bounty of the Brilliant Broker, which has spread across the entire Empire like a subtle web. As with all Imperial enchantments, the potent magic inspires a number of unpredictable effects. As well as prompting a rush of trade and exchange, it's had peculiar effects on mines, forests, andfarms across the Empire. Not all the effects have been purely beneficial - it seems the power of Autumn does not play well with the resonances of the Hallow of the Green World enchantment placed last season. Fascinating for those studying the concept of the omnihedron, frustrating for those who have to deal with the practical outcomes...

You can learn about the effects on Imperial citizens, and their personal resources, in the Farewell wanderlust wind of fortune.

The Deepest Cut

  • Urizen Assembly; Imperial Synod

At the most recent summit, Able of Zenith Ascendant informed the Urizen Assembly of Herminius of the House of the Wanderer's intention to use true liao to consecrate the tomb of Sulemaine, daughter of Taziel to Wisdom. Herminius also raised a statement urging Urizen citizens to attend such a ceremony and indicating where the tomb was found. Recent developments have seen Sulemaine's legacy reconciled with the nation, but as a pre-Imperial historical figure she remains deeply controversial. Yet it seems the liao has been prepared, the tomb located, and the support of the Urizen assembly secured. So if the will is there...

You can learn about the opportunity to use true liao to consecrate the tome of Sulemaine in the The deepest cut wind of fortune.

Inkpot Gods

  • Practically everyone, but particularly the Archmage of Autumn; magicians who can cast Ephisis' Scale and Before the Throne of Estavus; the Imperial Synod; people with an interest in colleges of magic especially slightly illicit ones; Winterfolk runesmiths; those in the market for magic items; the Celestial Arch and the Rod and Shield; and the Military Council

As well as those effects created directly by the potent Bounty of the Brilliant Broker enchantment, the magic also attracts the attention of the eternals of the Autumn realm. It causes weak regio aligned to that realm to strengthen and open wide, to disgorge large numbers of both heralds on missions for their masters and boggarts ready to disrupt and cause trouble for anyone unfortunate enough to cross their paths. Here we can learn about schemes and offers from Ephisis, Estavus, Prospero, Callidus,and Basileus Flint, as well as hear scurrilous gossip about Mazen and the Lictors. We can also discover any number of opportunities related to the resonances of wealth, trade, influence, and craftsmanship.

You can read all about these varied opportunities, and catch up on the gossip, in the Inkpot gods 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

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

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

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, all 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 a 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

LocationOpportunityDayLinkOutcome
KahramanDiscover more about the gathering of championsSaturdayBraydon's JasseImperial heroes were driven back. Champion warbands have raided neighbouring territories, and servants of Hayaak reaved across Kahraman
The BarrensBreak the forces of Serra Grubfeast and claim DawnguardSundayGlorious In VictoryThe Druj were routed, Dawnish rebels were successful, and the Barrens became Imperial
BregaslandEnd the threat posed by Mathilda Fisher and her supportersSaturdayGraven's RockNot taken; the Fishers have retreated back to their holdings in Hordalant while Bushel Sykes continues to spread secessionist rhetoric.

Normal Conjunctions

Time Location Responsibility Overview Result
1 Liathaven, Liath's Ring, The Shattered Glade Imperial Spymaster Rescue the Navarri and kill the Jotun The Navarr were rescued and Jarl Iduna was killed
2 Kahraman, Jade Range, Path of the Liscano family Mistress of the Dust Parador Stop the Jotun The Jotun were defeated
3 The Barrens, Saltmarsh, Hadrienne's Lament Champion of Ambition Recover the relic of Adelmar The relic was recovered
4 Bregasland, North Fens, Greywater Estates General of the Strong Reeds Force the Jotun to retreat The Jotun were all killed but no letter was recovered
5 The Barrens, Plains of Teeth, Bloodrun Dell Dean of Laroc Cathedral Put the dead knights to rest The dead were given succour
6 The Barrens, Plains of Teeth, Shrike's Grove Castellan of Spiral Castle Recover the Gyre's Edge The sword was recovered
7 The Barrens, The Bleaks, The Blooming Grove Polemarch of Highwatch Kill tepel Zortog Ashtouch The tepel Zortog Ashtouch was killed and the list acquired
8 The Barrens, Saltmarsh, The Steadfast Pines Four Seasons' Boneweaver Recover the stockpile The Druj were driven off and the stockpile claimed
9 Sermersuaq, Stark, Nestori's Lament Grandmaster of the Shuttered Lantern Recover relic from Ender of Virtue The Ender of Virtue was defeated and the relic recovered and destroyed
10 The Barrens, The Untrod Groves, Jagged Stream Bargainer of the Iron Tower Drive off the Druj The Druj were able to drive off the heroes and reclaim the mithril
11 Temeschwar, Metri, Agnieszka's Grove Grandmaster of the Rod and Shield Clear out the heralds The Grand Enchantrix and her Spites were defeated
12 Mournwold, Greensward, Overton Ruins Friar of Honour's Rest Lay the ghosts to rest The ghosts were laid to rest
13 The Barrens, Saltmarsh, Greenstone Isle General of the Seventh Wave Meet with the Vendarri Negotiations took place with the Vendarri
14 Kahraman, Jade Range, The Sylvan Track Reeve of Boar's Market Slay Venator, herald of Hayaak Venator was stopped and the yeofolk of house Perigord have continued supplying the Boar's Market
15 Sermersuaq, Suaq Wastes, Ymma's Howe Custodian of the Pride of Ikka's Tears Stop the Jotun The Jotun were stopped before they could reach the Pride of Ikka's Tears
16 The Barrens, Bitter Strand, Spinner's Retreat Medical Officer of the Pegasus Respite Slay Venomclaw, herald of Arhallogen Venomclaw was slain as well as the majority of the Druj
17 Sarangrave, Bloodwater Marsh, Ormthak's Path Dredgemaster of Feverwater Kill the Druj The ambush was triggered and the Druj warband killed
18 The Barrens, Plains of Teeth, Meredith's Stand General of the Winter Sun Intercept the Druj The Druj were intercepted and the Rahvin were not attacked
19 Madruga, The Great Grasses, the Dry Patch Grandmaster of the Silver Chalice Destroy the Dry Patricians The Dry Patricians were not destroyed and remain a threat
20 Holberg, Utterlund, Elsbeth's Well Merchant Prince of Misericorde Market Recover Misericorde's Blade Misericorde's Blade was recovered and the Vyig slain
21 Sermersuaq, Suaq Wastes, Ardith's Rest Averil Olsen, the Warsmith Kill Theodric Irontongue Theodric Irontongue and the Walkers of the Wastes were killed
22 Semmerholm, Axmure, Melusine's Field Knight-protector of Winter Slay the Amaranthine Devourer, herald of Agramant The Amaranthine Devourer was slain
23 Holberg, The Morass, Drusilla's Farm Irada von Temeschwar Kill the Vyig The Vyig were all killed