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The Imperial armies fight under the command of the generals but they are not the ones who determine whether the battle will be won or lost.

Overview

Over the last three months, Imperial forces are 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's 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.

Acts of War

Following the Spring Equinox, the Empire is engaged in several campaigns but three are of particular note. In the east, Imperial armies work to secure their grip on the Barrens, despite a barrage of malign curses thrown across the territory by the Druj. You can read about their progress in Taken at the flood. At the same time, on the western borders, the Empire's soldiers advance into Kahraman, but find that the main bulk of the western forces already in retreat. That is not to say there is not chaos and conflict aplenty; bands of Jotun and yegarra champions raid north, south, east, and west, spreading war into Madruga, Tassato, Sarvos,and the Mournwold. You can read about these raids, and about the battle for Fort Braydon, in Shallows and miseries. Finally, in the north-west, the first invasion of actual Jotun jarldoms has begun as warriors from Wintermark and Skarsind cross the border into Skallahn. You can read about their progress in The current when it serves.

Imperial forces are also engaged elsewhere, and news of their progress is good. Those Marcher armies who have not gone to aid the Freeborn are in Bregasland this season. They are joined by the Granite Pillar, who have marched across the width of the Empire with the aid of a powerful enchantment laid on them by the magicians of Urizen. The Jotun armies have left the Dour Fens, pulling back into Liathaven shortly after the Spring Equinox. They are not the only ones to have made an orderly retreat: Mathilda Fisher, her supporters, and her household have likewise quit Bregasland, returning to their former domain in Hordalant. This is not the last the Empire has seen of the would-be "Steward of Bregasland" and the Marchers have no doubt she will be back one day soon with a new scheme to conquer the marshes. One of her supporters has apparently stayed behind to continue to cause trouble: Bushel Sykes and a handful of his allies are still active in the Marches, spreading secessionist dogma and a vision of a Marches "free from the yoke of the Empire". There's more on this topic in the Welly boots wind of fortune.

Finally, in the far south-east, the Wolves of War have entered Spiral to claim the territory as agreed with the orcs there. By all accounts they have been successful, despite the terrible malignancy that hangs over the territory since the Black Plateau awoke. You can read about the conquest of Spiral in A tide in the affairs.

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 battle opportunities are not clear; more information will be provided nearer to the event. Note that there are no major conjunctions involving the Druj during the Summer Solstice, and no opportunities for elite military units from that nation to take the battlefield.

All battle opportunities are Combat Highly Likely environments.

LocationOpportunityOppositionDayLearn More
KahramanBlock the mountain passes out of Serra DamataJotunSaturdaylink
KahramanPrevent Fort Braydon from collapsingJotunEither Saturday or Sundaylink
SkallahnDeal with the threat of Blade Quencher's HallJotun and Autumn heraldsSundaylink
Nation Force Weight
Brass Coast 19
Dawn 46
Highguard 20
Imperial Orcs 5
League 16
Marches 25
Navarr 52
Urizen 15
Varushka 11
Wintermark 60

The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night. Each of the two battles must have at least 130 and at most 139 force weight sent on it.

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 will be finalised on Friday afternoon of the event before time-in. 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

Time People Duration Combat Location Responsibility Overview/Link
18:30 60 20 mins Highly Likely The Barrens, Hope's Rest, Oakenclough General of the Valiant Pegasus Rout the Druj and rescue Circe
19:00 55 20 mins Highly Likely The Barrens, The Untrod Groves, Garstang Thicket Knight-protector of Winter Stop Varag Soulflayer
20:15 20 20 mins Highly Likely Madruga, Calvos Sound, Renewal Grove Regario Dossier End the Tassatan vyig and reclaim the documents
20:30 50 20 mins Highly Likely Tassato, Enterio, Duarte's Repose Custodian of the Arratan Gamble Slay Magnus Ironarm
20:45 20 20 mins Highly Likely Miekarova, Srodkoja, Butterfly Holt Gloaming Sentinel Kill the last of the Varushkan vyig
21:00 55 20 mins Highly Likely Madruga, Torres, Fondre's Rest Marracossa Sendito Stop the Jotun
21:15 25 20 mins Highly Likely Temeschwar, Vardstein Vale, Broken Wilds Custodian of the Assayer's Guild Kill the last of the Temeschwari vyig
21:30 50 20 mins Highly Likely Mournwold, Southmoor, Maggie's Croft Bailiff of the Downs Stop Jarl Haakon
23:00 ?? 20 mins Unlikely Upwold, Tower March, Benson's Orchard Martin Orchard Visit the orchard of Benson the Bellringer
23:00 5 20 mins Possible Weirwater, Sandling, Surlac Areloe Larmallevés Find out what is going on in Surlac

Saturday

Time People Duration Combat Location Responsibility Overview/Link
15:00 40 20 mins Highly Likely Skallahn, Iron Stand, Kevan's Holt Watcher of Britta's Pool Recover the shield of Blerung the Bright Lantern
15:30 40 20 mins Highly Likely Skallahn, Greenwall, Paegga's Rest General of the Summer Storm Stop Jarl Asbjørn Dalgaard
15:45 20 20 mins Possible Feroz, Cazar Straits, Azcara's Field Archmage of Spring Meet with emissaries of Siakha
16:00 45 20 mins Highly Likely Reinos, Bastasor, Beatriz's Field General of the Red Wind Corsairs Recover the Overflowing Platter
16:15 10 20 mins Highly Likely Mitwold, Golden Downs, The Long Road Sally Thresher of House Talbot Deal with the heralds
17:30 50 20 mins Highly Likely Kallavesa, Skymark, Maiko's Copse Raven Seer Protect the Aviary of Ishal
17:45 25 20 mins Highly Likely Madruga, Great Grasses, Shore of the Emerald Sea Champion of Loyalty Recover the individual
18:00 50 20 mins Highly Likely Astolat, Winterbourne, Gardens of House Cadence High Bard of the Empire Protect the Harps of Astolat
18:15 25 20 mins Highly Likely Madruga, Great Grasses, Withered Meadow Eliza, incumbent Grandmaster of the Unfettered Mind Protect scholars from the blight
18:30 50 20 mins Highly Likely Miaren, Goldglades, Verdant Grove Dean of the Thorned Rose Protect the Pool of Silver Clouds
18:45 30 20 mins Highly Likely Madruga, Great Grasses, Estate of the Aldea di Tutamen Senator for Madruga Deal with the threat
20:30 60 20 mins Highly Likely Sarangrave, Nesustak Forest, Thicket of Thorns Eliza Rescue Decius Frostpire
20:45 20 20 mins Highly Likely Weirwater, Wickmoor, Woods on the border of Karov Vaclav Mladenovich Kosti Challenge the Deadwood Knight
21:00 55 20 mins Highly Likely Ossium, Drownbark Forest, Broken Clearing Cabalist of the Hollow Stone Kill the Druj
21:15 5 20 mins Possible Bregasland, Ottermire, Ottery Fishing Docks Asenath Meet with Bushel Sykes
21:30 55 20 mins Highly Likely The Barrens, Heart of Peytaht, Silent Glade Senator for Therunin Stop the Druj
23:00 Dawn 30 mins Unlikely The Barrens, Hope's Rest, Shrine of Hope The Knight of Roses Bring peace to the ghosts

Military Considerations

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

The following considerations should be borne in mind when discussing military strategies during the Winter Solstice.

  • Adamant Gate: The Adamant Gate in Semmerholm cannot be reduced below 1,000 military strength. Link
  • Billeting: Any Imperial army can take the Billet order in Upwold or Mitwold. Link
  • Court of the White Fountain: The Court of the White Fountain in Redoubt cannot be reduced below 1,000 military strength. link
  • Dawn: Dawnish armies cannot take the Cautious Advance order or the Give Ground order. Link
  • Highguard: Highborn armies can no longer issue the Crusading Storm order; wherever they are on campaign there is a chance to generate a mandate for the Highborn assembly. Link
  • The Marches: Marcher armies cannot take the Give Ground order. Link
  • The Marches: Marcher armies fighting in Upwold, Mitwold, or Mournwold each receive an additional 1000 strength. The Strong Reeds receive an additional 1000 strength when fighting in Bregasland. This lasts until the start of the Winter Solstice 385YE, or until they leave Bregasland in the case of the Strong Reeds. link.
  • Varushka: Varushkan armies involved in the same campaign as an army from the Brass Coast or Wintermark generate 10% fewer victory points. If armies from both nations are present, the reduction is increased to 20%. Link.
  • Varushka: Varushkan armies can take the Hospitality of the Boyars order whilst in Ossium. Link.
  • Wintermark: Wintermark armies can take the Fight with Honour order. Link.
  • Wintermark: Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. Link
  • 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