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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_fortune&amp;diff=77232</id>
		<title>383YE Autumn Equinox winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_fortune&amp;diff=77232"/>
		<updated>2019-09-08T15:55:41Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Large But Far Away (Trade Winds) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
{{CaptionedImage|file=Notices.jpg|align=left|caption=A moment spent perusing a noticeboard could easily suggest new ambitions.|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire&#039;s military campaigns [[383YE_Autumn_Equinox_winds_of_war|here]].&lt;br /&gt;
&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We&#039;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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;should&#039; know based on what their roleplaying says they have been doing for the past three months.&lt;br /&gt;
&lt;br /&gt;
Many winds of fortune open with a short section of in-character text. 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. They&#039;re mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===All the News From Twin Town===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Tassato and Miaren; Imperial Senate; League Assembly; Imperial Consul; Arratan Gamble&#039;&#039;&#039;&lt;br /&gt;
Tassato - foremost city of the League - is home to the most articulate and diplomatic people in the Empire. Centuries of arguing among themselves have honed their talent for verbal interplay. While Sarvos and Holberg wrestle with supernatural curses, and Temeschwar suspiciously looks for enemies within and without, the people of Tassato concentrate on the important things - politics and prosperity.&lt;br /&gt;
&lt;br /&gt;
No city - and no nation - exists in a vacuum. In the coffee houses and lecture halls of Mestra and Regario, and in the pages of the newspapers and broadsheets, the cleverest people of the Empire discuss matters as diverse as the prestige of the Imperial Consul, the status of the city of Seren, and the problematic situation of the Whittle folk across the border in the Mournwold. Surely the most savy politicians in the Empire can find opportunities - and solutions - to these pressing problems?&lt;br /&gt;
&lt;br /&gt;
You can learn about the proposals of the politicians of Tassato [[All the news from Twin Town|here]].&lt;br /&gt;
===Crowned in Rose and Heather===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; especially the Synod and the Senate&#039;&#039;&#039;&lt;br /&gt;
On the last night of the Summer Solstice, [[Empress Lisabetta|Imperatrix Lisabetta Giacomi von Holberg]] and her husband Juha the Cave Spider, the [[Imperial Magus]], retired together as normal. By the next morning they were gone. No-one saw them leave their quarters. No-one has seen them since.&lt;br /&gt;
&lt;br /&gt;
On the available evidence, the Constitutional Court has had little choice but to announce that both [[the Throne]] and the Magus must be legally considered to either be dead, or to have resigned their positions.&lt;br /&gt;
&lt;br /&gt;
Easy enough for them to say, but there are still many questions to be answered. The Empire had become used to having a Throne again, and the repercussions of losing the Imperatrix and her husband have the potential to be far reaching indeed.&lt;br /&gt;
&lt;br /&gt;
You can learn about these questions and repercussions [[Crowned in rose and heather|here]].&lt;br /&gt;
===Desolation of Yoorn===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
Last Summer, a union of Navarr magicians placed the potent Winter [[curse]] [[Wither the Seed]] on [[Liathaven]]; this Summer they also laid it on [[Brocéliande]]. The purpose of the curse was to impede the spread of the [[vallorn]] and weaken its spawn - provided nobody provokes the vallornspawn of course.&lt;br /&gt;
&lt;br /&gt;
But the curse is one of the most enduring known to Imperial magicians, taking fully three decades to run its course and having far-reaching implications for everyone who lives under its shadow.&lt;br /&gt;
&lt;br /&gt;
Corey Wayfarer and the national assembly have urged the nation to come together to support the inhabitants of Liathaven and Brocéliande, and now the people of Navarr are faced with difficult choices about how to proceed.&lt;br /&gt;
&lt;br /&gt;
You can learn about the impact of the curse on Liathaven and Brocéliande [[Desolation of Yoorn|here]]. There are two other Winds of Fortune of particular interest to the Navarr this season which you can find [[Rise of Terunael|here]] and [[Fall of Brocéliande|here]].&lt;br /&gt;
===The DOOM That Came to Sarvos===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Sarvos; Imperial Senate; Imperial Synod; General of the Iron Helms&#039;&#039;&#039;&lt;br /&gt;
Sarvos - foremost city of the League - is known across the Empire for the refinement of its citizens. yet now the Hag Queen has sent agents to bring her curse to Sarvos - shattering every mirror in the Jewelled City and darkening the glittering beacons that adorned every roof forever.&lt;br /&gt;
&lt;br /&gt;
The people of Sarvos have long believed that if the mirrors were destroyed some DOOM would surely follow in their wake. Water, fire, or the claws of the dead... it is hard to shake the certainty that some terrible fate is imminent. Yet Sarvos has weathered curses before, and storms, and orc invasion. The malice of Skathe is just another challenge to be met with the head held high. For the people of Sarvos are not mirrors to be broken; they are the most sophisticated people in the Empire and they will not be beaten by the spite of one jealous eternal.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the situation in Sarvos [[The DOOM that came to Sarvos|here]].&lt;br /&gt;
===Fall of Brocéliande===&lt;br /&gt;
* &#039;&#039;&#039;Navarr, Dawn, and Highguard; Imperial Senate; Navarr and Highborn assemblies; Imperial Conclave&#039;&#039;&#039;&lt;br /&gt;
For the past year, a tempest has raged in Brocéliande. Driven by the Heirs of Terunael and the Children of the Green Mother, the vallorn strove to pour its filth into Boar&#039;s Dell and Elerael.&lt;br /&gt;
&lt;br /&gt;
After the Summer Solstice the strength of the vallorn reached its peak but with the aid of many allies the hungry tide was weathered and driven back.&lt;br /&gt;
&lt;br /&gt;
Now the tide recedes, and a well-earned respite begins. Now is the time to look to the future of Brocéliande; to consider how to prepare for future battles and perhaps to take a chance to free a little more of the world form the terrible green grasp of the vallorn.&lt;br /&gt;
&lt;br /&gt;
You can learn about the situation in Brocéliande [[Fall of Brocéliande|here]]. There are two other Winds of Fortune of particular interest to the Navarr this season which you can find [[Rise of Terunael|here]] and [[Desolation of Yoorn|here]].&lt;br /&gt;
===In the Garden of Defiance===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Holberg; Imperial Senate; Imperial Synod, especially the League, Highborn, and Marcher Assemblies; Keeper of the Kennels&#039;&#039;&#039;&lt;br /&gt;
Holberg - foremost city of the League - is known across the Empire for the imagination and innovation of its citizens. Who else could have kept the hated Druj at bay for thirty years? Who else could have built the grand Walls of Holberg - a true wonder of the age?  Yet the city has proved all too vulnerable to treachery. Agents of the Hag Queen have unleashed a malignant curse that has ruined the beauy of Holmauer Park, and threatened the civic pride of every citizen of the eastern city.&lt;br /&gt;
&lt;br /&gt;
While the destruction of the park is a tragedy the people of Holberg refuse to be bowed by it. This is an chance for them to show their character - and to capitalise on the opportunities presented by the disaster. Every cloud has a silver lining - and every setback contains a chance for profit if one is just clever enough to identify it. And the people of Holberg are nothing if not clever.&lt;br /&gt;
&lt;br /&gt;
You can learn about the destruction of Holmauer Park - and the opportunities that destruction presents - [[In the garden of defiance|here]].&lt;br /&gt;
&lt;br /&gt;
===Large But Far Away (Trade Winds)===&lt;br /&gt;
* &#039;&#039;&#039;Fleet captains; Ambassadors; Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
The churning sea of international politics is dangerous at the best of times, home to vicious sharks, hidden reefs, and unplumbed depths of treachery and pragmatism. Relations between nations can change in an instant. The Empire is powerful, but there are five other great nations of similar power that jostle shoulder-to-shoulder to dominate the world stage. The Empire is not without allies - the [[Commonwealth]] and the [[Sumaah Republic]] are fellow members of the [[Ratify Liberty Pact|Liberty Pact]]. The Pact has its opponents as well - the [[Asavean Archipelago]] and the [[Principalities of Jarm]] are increasingly dissatisfied with the Empire&#039;s stance on slavery. In the middle, there are the [[Sarcophan Delves]], who like to keep their options open.&lt;br /&gt;
&lt;br /&gt;
While the Empire has any number of problems closer to home, it would be dangerous to ignore the influence that these five other great nations may wield within its borders - or over those who dwell just beyond them.&lt;br /&gt;
&lt;br /&gt;
You can learn about recent developments among the great powers of the known world [[Large but far away|here]].&lt;br /&gt;
&lt;br /&gt;
===The Lights of Temeschwar===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Temeschwar; Imperial Senate; Imperial Synod&#039;&#039;&#039;&lt;br /&gt;
Temeschwar - foremost city of the League - is known across the Empire for the grim ruthlessness of its citizens. Perhaps one of the oldest cities in the Empire, it was raised by the strength of the Vard, protected by the wisdom of the Ushkans, and yet still exemplifies the ambitious and entrepreneurial spirit of the League. They are no stranger to curses, and while the Hag Queen&#039;s agents have not directly harmed the city, many of its citizens feel the lash of the insult given to the League nonetheless.&lt;br /&gt;
&lt;br /&gt;
Perhaps Skathe knew better than to risk drawing their wrath. Even an eternal should tread carefully around the descendants of Ratibor, relentless heirs to a hard city at the very edge of civilisation. &lt;br /&gt;
&lt;br /&gt;
You can read more about the situation in Temeschwar [[The lights of Temeschwar|here]].&lt;br /&gt;
===Mercy is Weakness===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod; Sword scholars; Urizen national assembly&#039;&#039;&#039;&lt;br /&gt;
Despite the best efforts of the Druj, the sword scholar Temple of the Winds has been completed in Morrow, a year since it was originally commissioned. Their numbers greatly reduced by their fight against the Mallum orcs, the scholars nonetheless gather under the banner of the Tempest Jade Maiden to resume their crusade against foolishness and irrationality. With the full support of the Wisdom assembly, their example will now spread across the entire Empire preventing any Synod mandate that does not have a clear greater majority from being enacted.&lt;br /&gt;
&lt;br /&gt;
So far the Synod has welcomed the return of the sword scholars, but not everyone shares their enthusiasm. While opportunities exist for assemblies to embrace the sword scholars&#039; example, there are those who are deeply concerned about what will happen if the followers of Sulemaine become more influential.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the impact of the sword scholars on the Imperial synod, and the opportunities to increase it [[Mercy is weakness|here]].&lt;br /&gt;
===A Mountain of Vipers===&lt;br /&gt;
* &#039;&#039;&#039;Ship captains; Imperial Senate; Imperial Synod; Quaymaster of Black Sails, Eastern Broker, and Ambassador to Axos&#039;&#039;&#039;&lt;br /&gt;
The Empire has long laboured to bring change to the citadels of [[Axos]]. The eastern nation may be smaller and less influential than their neighbours to the west, but the Axou are nothing if not proud and ambitious. With the aid of Imperial sponsors they have joined the Liberty Pact - taking their place as partners with the giants of the Empire, Sumaah, and the Commonwealth. They have seized every opportunity this new status grants them with both hands. This includes the recent Synod mandate encouraging Imperial Citizens to reach out to the sorcerous citadels in the name of mutual prosperity; a mandate that promises significant economic benefits for both nations.&lt;br /&gt;
&lt;br /&gt;
You can read about these opportunities [[A mountain of vipers|here]]. You can also read more general details of the diplomatic and trading relationship between the Empire and Axos [[Small_but_nearby#Citadels_of_Axos|here]].&lt;br /&gt;
&lt;br /&gt;
===No Time For Ease (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;All Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
The [[the Throne|Throne]], [[Empress Lisabetta|Imperatrix Lisabetta]], used her power to [[The_Throne#Address_the_Empire|address the Empire]] to permit Gabriel Barossa, [[General]] of the Wolves of War present a personal message to all Imperial citizens. You can read his message [[No time for ease|here]].&lt;br /&gt;
===A Pleasing and Deceptive Face (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Archmages; Sagua i Ezmara i Erigo; Ceinwen Eternal, Urien Novarion of Dawn; Lady Izett, [[Knight-protector]] of Summer; Alan Fletcher, Jacques Flayer, Lady Claudia Varkulova Remys, Lord Armand Remys, Lord Romande Remys, Mael Donjeon and Olivia Sepulchre, Victor van Holberg, Natasha Ivanova Arkady von Holberg, Monzcarro van Holberg, Gancio, Flávio Capra Gláucio de Regario, Estella Krazentia Callabrese Von Holberg, Dr. Marlien von Holburg, Warrakine Ashenhide Arch; Xanthius of the New Imperial Artisan; Imperial Consul; [[Imperial Seer]], [[Penumbral Watcher]], and [[Imperial Spymaster]]; [[Silver Chalice]]&#039;&#039;&#039;&lt;br /&gt;
The [[archmage|archmages]] have each invited an [[eternal]] of the appropriate realm to attend a [[archmage#Parely|parley]] with them as representatives of the Empire. Replies have duly been received.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox the courtiers of the &#039;&#039;[[Eleonaris|Queen of Pennants]]&#039;&#039; will host a gathering and the agents of the &#039;&#039;[[Estavus|Mistress of Shikal]]&#039;&#039; will arrange a &#039;&#039;veilingmarkt&#039;&#039;; the &#039;&#039;[[The_Thrice-cursed_Court#Surut|Ashen Prince]]&#039;&#039; and the &#039;&#039;[[Kimus|Seer Clad in Raiment of Light]]&#039;&#039; will both speak to certain chosen guests; and the &#039;&#039;[[Lashonar|Caucus Forum]]&#039;&#039; opens its doors once again to the Archmage of Night and the [[Imperial Consul]].&lt;br /&gt;
&lt;br /&gt;
So far so ordinary; but while the &#039;&#039;[[Yaw&#039;nagrah|Green Mother]]&#039;&#039; declines the offer of parley a &#039;&#039;seventh&#039;&#039; eternal places a request of their own - an eternal who seems to be entirely unknown within the Empire. Just who &#039;&#039;is&#039;&#039; this &amp;quot;&#039;&#039;Lord Rain&#039;&#039;&amp;quot;, and why &#039;&#039;have&#039;&#039; his emissaries requested a parley with the Archmage of Spring? Only one way to find out...&lt;br /&gt;
&lt;br /&gt;
You can learn about the responses to the plenipotentiary messages, and the unexpected additional request for a parley, [[A pleasing and deceptive face|here]].&lt;br /&gt;
&lt;br /&gt;
===Rise of Terunael===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Military Units;Generals; Assembly of Nine; Vigilance assembly&#039;&#039;&#039;&lt;br /&gt;
The Heirs of Terunael are traitors to the dream of the Navarr. Most recently they helped drive the chaos in the Liathaven and Brocéliande, working with the monstrous Children of Yaw&#039;nagrah to spread the vallorn&#039;s terrible green grasp.&lt;br /&gt;
&lt;br /&gt;
With their defeat in Brocéliande, the assumption is that they will be forced to fall back... and assumption that could have been dangerously premature.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the vigilance of the Assembly of Nine has set the Silent Bell to investigate their activities - and discovered that far from receding they are gathering in force in Therunin, Hercynia, and Liathaven. Now they are poised to drive the vallornspawn into a murderous frenzy that, while it won&#039;t spread the vallorn&#039;s infestation, could be disastrous for the Navarr nation.&lt;br /&gt;
&lt;br /&gt;
You can read about this threat [[Rise of Terunael|here]].  There are two other Winds of Fortune of particular interest to the Navarr this season which you can find [[Fall of Brocéliande|here]] and [[Desolation of Yoorn|here]].&lt;br /&gt;
===Small But Nearby (Trade Winds)===&lt;br /&gt;
* &#039;&#039;&#039;Fleet captains; Ambassadors; Imperial Synod; Imperial Orc assembly; Livia of the Spire of Celestial Cascade, Lord Colwynn de Rondell and Astrid Fjellrevening Rezia di Tassato.&#039;&#039;&#039;&lt;br /&gt;
The Empire and its peers are considered &amp;quot;great nations&amp;quot; - countries who have a visible impact on the world stage. Not every nation is as powerful and influential however. Around each of the great nations cluster a number of smaller, less powerful nations. While they are weaker, and while their impact on the rest of the known world is very limited, their size does not prevent them having an effect on their larger neighbours. Three human nations lie in close proximity to the Empire - the Citadels of Axos, the Faraden trading empire, and the Duchies of the Iron Confederacy - and for the Empire at least relations with these three is at least as important as relations with the five other great nations.&lt;br /&gt;
&lt;br /&gt;
You can learn about recent developments among the Empire&#039;s human neighbours [[Small but nearby|here]].&lt;br /&gt;
==Three Soldiers==&lt;br /&gt;
* &#039;&#039;&#039;Highguard; Urizen&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Ashen Flame invoked a boon from the eternal Adamant, to send a legion of his koboldi to aid in the construction of a great wonder. In the months that followed the little creatures carved three immense statues out of the mountains - each nearly two hundred foot tall - of Highborn soldiers guarding the pass from Morrow to Zenith. Towering over the surrounding landscape, they are a permanent tribute memorialising the Highborn blood spilled to protect the people of Urizen.&lt;br /&gt;
&lt;br /&gt;
At the base of the central statue is a small shrine created in anticipation that people might travel to gaze upon the work. The shrine was consecrated with true liao by Aurum of the Nightingale Temple, and now bears a powerful aura of Loyalty. The scale of the statues is breathtaking, but combined with the power of the true aura, the Urizen works will have a dramatic effect, and ensure the story of the fight against the Druj will resound through the ages.&lt;br /&gt;
&lt;br /&gt;
You can learn about the Three Watcher and their effects [[Three soldiers|here]].&lt;br /&gt;
&lt;br /&gt;
===Woven as a Weapon===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Senate; Imperial Synod; Aquillian Effugere of Ankarien&#039;s Revenge&#039;&#039;&#039;&lt;br /&gt;
The [[trods|trod]] network was created by the ancestors of the Navarr after the fall of the Terunael Empire to combat the [[vallorn]]. The magic employed is elegant and subtle, creating a web of pathways crisscrossing the Empire. People walking the trods draw on the magical strength of the vallorn, weakening the corrupt Spring infestation in to process.&lt;br /&gt;
&lt;br /&gt;
This approach has endured for centuries, allowing the Navarr to steadily weaken the vallorn. Now the Imperial Senate has passed a motion to commission Graciana i Lopez i Guerra to [[appraisal|appraise]] the trods to research options to improve their effectiveness at depleting the vallorn.&lt;br /&gt;
&lt;br /&gt;
You can read more about the appraisal [[Woven as a weapon|here]].&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
A number of [[mandate|mandates]] were upheld at the Summer Solstice and enacted in the months that followed. You can find a complete list [[383YE_Summer_Solstice_Synod_judgements#Mandate|here]]. &lt;br /&gt;
&lt;br /&gt;
==Imperial Lore==&lt;br /&gt;
Three rituals were proposed for addition to Imperial lore during the Summer Solstice.&lt;br /&gt;
* [[Skar&#039;s Gentle Push]] was proposed by Irontide Lok. The ritual is now available to be mastered by Imperial magicians.&lt;br /&gt;
* [[Secrets of the Soul&#039;s Desires]] and [[Eyes of the Soul&#039;s Past]] were proposed by Tanus of the Auric Horizon. These rituals are now available to be mastered by Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
Insert other media here.&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_fortune&amp;diff=76976</id>
		<title>383YE Autumn Equinox winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_fortune&amp;diff=76976"/>
		<updated>2019-09-03T20:29:47Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Woven as a Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
{{CaptionedImage|file=Notices.jpg|align=left|caption=A moment spent perusing a noticeboard could easily suggest new ambitions.|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire&#039;s military campaigns [[383YE_Autumn_Equinox_winds_of_war|here]].&lt;br /&gt;
&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We&#039;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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;should&#039; know based on what their roleplaying says they have been doing for the past three months.&lt;br /&gt;
&lt;br /&gt;
Many winds of fortune open with a short section of in-character text. 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. They&#039;re mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===Crowned in Rose and Heather===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; especially the Synod and the Senate&#039;&#039;&#039;&lt;br /&gt;
On the last night of the Summer Solstice, [[Empress Lisabetta|Imperatrix Lisabetta Giacomi von Holberg]] and her husband Juha the Cave Spider, the [[Imperial Magus]], retired together as normal. By the next morning they were gone. No-one saw them leave their quarters. No-one has seen them since.&lt;br /&gt;
&lt;br /&gt;
On the available evidence, the Constitutional Court has had little choice but to announce that both [[the Throne]] and the Magus must be legally considered to either be dead, or to have resigned their positions.&lt;br /&gt;
&lt;br /&gt;
Easy enough for them to say, but there are still many questions to be answered. The Empire had become used to having a Throne again, and the repercussions of losing the Imperatrix and her husband have the potential to be far reaching indeed.&lt;br /&gt;
&lt;br /&gt;
You can learn about these questions and repercussions [[Crowned in rose and heather|here]].&lt;br /&gt;
===Mercy is Weakness===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod; Sword scholars; Urizen national assembly&#039;&#039;&#039;&lt;br /&gt;
Despite the best efforts of the Druj, the sword scholar Temple of the Winds has been completed in Morrow, a year since it was originally commissioned. Their numbers greatly reduced by their fight against the Mallum orcs, the scholars nonetheless gather under the banner of the Tempest Jade Maiden to resume their crusade against foolishness and irrationality. With the full support of the Wisdom assembly, their example will now spread across the entire Empire preventing any Synod mandate that does not have a clear greater majority from being enacted.&lt;br /&gt;
&lt;br /&gt;
So far the Synod has welcomed the return of the sword scholars, but not everyone shares their enthusiasm. While opportunities exist for assemblies to embrace the sword scholars&#039; example, there are those who are deeply concerned about what will happen if the followers of Sulemaine become more influential.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the impact of the sword scholars on the Imperial synod, and the opportunities to increase it [[Mercy is weakness|here]].&lt;br /&gt;
&lt;br /&gt;
===No Time For Ease (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;All Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
The [[the Throne|Throne]], [[Empress Lisabetta|Imperatrix Lisabetta]], used her power to [[The_Throne#Address_the_Empire|address the Empire]] to permit Gabriel Barossa, [[General]] of the Wolves of War present a personal message to all Imperial citizens. You can read his message [[No time for ease|here]].&lt;br /&gt;
===A Pleasing and Deceptive Face (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Archmages; Sagua i Ezmara i Erigo; Ceinwen Eternal, Urien Novarion of Dawn; Lady Izett, [[Knight-protector]] of Summer; Alan Fletcher, Jacques Flayer, Lady Claudia Varkulova Remys, Lord Armand Remys, Lord Romande Remys, Mael Donjeon and Olivia Sepulchre, Victor van Holberg, Natasha Ivanova Arkady von Holberg, Monzcarro van Holberg, Gancio, Flávio Capra Gláucio de Regario, Estella Krazentia Callabrese Von Holberg, Dr. Marlien von Holburg, Warrakine Ashenhide Arch; Xanthius of the New Imperial Artisan; Imperial Consul; [[Imperial Seer]], [[Penumbral Watcher]], and [[Imperial Spymaster]]; [[Silver Chalice]]&#039;&#039;&#039;&lt;br /&gt;
The [[archmage|archmages]] have each invited an [[eternal]] of the appropriate realm to attend a [[archmage#Parely|parley]] with them as representatives of the Empire. Replies have duly been received.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox the courtiers of the &#039;&#039;[[Eleonaris|Queen of Pennants]]&#039;&#039; will host a gathering and the agents of the &#039;&#039;[[Estavus|Mistress of Shikal]]&#039;&#039; will arrange a &#039;&#039;veilingmarkt&#039;&#039;; the &#039;&#039;[[The_Thrice-cursed_Court#Surut|Ashen Prince]]&#039;&#039; and the &#039;&#039;[[Kimus|Seer Clad in Raiment of Light]]&#039;&#039; will both speak to certain chosen guests; and the &#039;&#039;[[Lashonar|Caucus Forum]]&#039;&#039; opens its doors once again to the Archmage of Night and the [[Imperial Consul]].&lt;br /&gt;
&lt;br /&gt;
So far so ordinary; but while the &#039;&#039;[[Yaw&#039;nagrah|Green Mother]]&#039;&#039; declines the offer of parley a &#039;&#039;seventh&#039;&#039; eternal places a request of their own - an eternal who seems to be entirely unknown within the Empire. Just who &#039;&#039;is&#039;&#039; this &amp;quot;&#039;&#039;Lord Rain&#039;&#039;&amp;quot;, and why &#039;&#039;have&#039;&#039; his emissaries requested a parley with the Archmage of Spring? Only one way to find out...&lt;br /&gt;
&lt;br /&gt;
You can learn about the responses to the plenipotentiary messages, and the unexpected additional request for a parley, [[A pleasing and deceptive face|here]].&lt;br /&gt;
&lt;br /&gt;
===Woven as a Weapon===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Senate; Imperial Synod; Aquillian Effugere of Ankarien&#039;s Revenge&#039;&#039;&#039;&lt;br /&gt;
The [[trods|trod]] network was created by the ancestors of the Navarr after the fall of the Terunael Empire to combat the [[vallorn]]. The magic employed is elegant and subtle, creating a web of pathways crisscrossing the Empire. People walking the trods draw on the magical strength of the vallorn, weakening the corrupt Spring infestation in to process.&lt;br /&gt;
&lt;br /&gt;
This approach has endured for centuries, allowing the Navarr to steadily weaken the vallorn. Now the Imperial Senate has passed a motion to commission Graciana i Lopez i Guerra to [[appraisal|appraise]] the trods to research options to improve their effectiveness at depleting the vallorn.&lt;br /&gt;
&lt;br /&gt;
You can read more about the appraisal [[Woven as a weapon|here]].&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
A number of [[mandate|mandates]] were upheld at the Summer Solstice and enacted in the months that followed. You can find a complete list [[383YE_Summer_Solstice_Synod_judgements#Mandate|here]]. &lt;br /&gt;
&lt;br /&gt;
==Imperial Lore==&lt;br /&gt;
Three rituals were proposed for addition to Imperial lore during the Summer Solstice.&lt;br /&gt;
* [[Skar&#039;s Gentle Push]] was proposed by Irontide Lok. The ritual is now available to be mastered by Imperial magicians.&lt;br /&gt;
* [[Secrets of the Soul&#039;s Desires]] and [[Eyes of the Soul&#039;s Past]] were proposed by Tanus of the Auric Horizon. These rituals are now available to be mastered by Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
Insert other media here.&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_fortune&amp;diff=76975</id>
		<title>383YE Autumn Equinox winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_fortune&amp;diff=76975"/>
		<updated>2019-09-03T20:28:46Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Woven as a Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
{{CaptionedImage|file=Notices.jpg|align=left|caption=A moment spent perusing a noticeboard could easily suggest new ambitions.|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire&#039;s military campaigns [[383YE_Autumn_Equinox_winds_of_war|here]].&lt;br /&gt;
&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We&#039;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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;should&#039; know based on what their roleplaying says they have been doing for the past three months.&lt;br /&gt;
&lt;br /&gt;
Many winds of fortune open with a short section of in-character text. 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. They&#039;re mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===Crowned in Rose and Heather===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; especially the Synod and the Senate&#039;&#039;&#039;&lt;br /&gt;
On the last night of the Summer Solstice, [[Empress Lisabetta|Imperatrix Lisabetta Giacomi von Holberg]] and her husband Juha the Cave Spider, the [[Imperial Magus]], retired together as normal. By the next morning they were gone. No-one saw them leave their quarters. No-one has seen them since.&lt;br /&gt;
&lt;br /&gt;
On the available evidence, the Constitutional Court has had little choice but to announce that both [[the Throne]] and the Magus must be legally considered to either be dead, or to have resigned their positions.&lt;br /&gt;
&lt;br /&gt;
Easy enough for them to say, but there are still many questions to be answered. The Empire had become used to having a Throne again, and the repercussions of losing the Imperatrix and her husband have the potential to be far reaching indeed.&lt;br /&gt;
&lt;br /&gt;
You can learn about these questions and repercussions [[Crowned in rose and heather|here]].&lt;br /&gt;
===Mercy is Weakness===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod; Sword scholars; Urizen national assembly&#039;&#039;&#039;&lt;br /&gt;
Despite the best efforts of the Druj, the sword scholar Temple of the Winds has been completed in Morrow, a year since it was originally commissioned. Their numbers greatly reduced by their fight against the Mallum orcs, the scholars nonetheless gather under the banner of the Tempest Jade Maiden to resume their crusade against foolishness and irrationality. With the full support of the Wisdom assembly, their example will now spread across the entire Empire preventing any Synod mandate that does not have a clear greater majority from being enacted.&lt;br /&gt;
&lt;br /&gt;
So far the Synod has welcomed the return of the sword scholars, but not everyone shares their enthusiasm. While opportunities exist for assemblies to embrace the sword scholars&#039; example, there are those who are deeply concerned about what will happen if the followers of Sulemaine become more influential.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the impact of the sword scholars on the Imperial synod, and the opportunities to increase it [[Mercy is weakness|here]].&lt;br /&gt;
&lt;br /&gt;
===No Time For Ease (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;All Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
The [[the Throne|Throne]], [[Empress Lisabetta|Imperatrix Lisabetta]], used her power to [[The_Throne#Address_the_Empire|address the Empire]] to permit Gabriel Barossa, [[General]] of the Wolves of War present a personal message to all Imperial citizens. You can read his message [[No time for ease|here]].&lt;br /&gt;
===A Pleasing and Deceptive Face (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Archmages; Sagua i Ezmara i Erigo; Ceinwen Eternal, Urien Novarion of Dawn; Lady Izett, [[Knight-protector]] of Summer; Alan Fletcher, Jacques Flayer, Lady Claudia Varkulova Remys, Lord Armand Remys, Lord Romande Remys, Mael Donjeon and Olivia Sepulchre, Victor van Holberg, Natasha Ivanova Arkady von Holberg, Monzcarro van Holberg, Gancio, Flávio Capra Gláucio de Regario, Estella Krazentia Callabrese Von Holberg, Dr. Marlien von Holburg, Warrakine Ashenhide Arch; Xanthius of the New Imperial Artisan; Imperial Consul; [[Imperial Seer]], [[Penumbral Watcher]], and [[Imperial Spymaster]]; [[Silver Chalice]]&#039;&#039;&#039;&lt;br /&gt;
The [[archmage|archmages]] have each invited an [[eternal]] of the appropriate realm to attend a [[archmage#Parely|parley]] with them as representatives of the Empire. Replies have duly been received.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox the courtiers of the &#039;&#039;[[Eleonaris|Queen of Pennants]]&#039;&#039; will host a gathering and the agents of the &#039;&#039;[[Estavus|Mistress of Shikal]]&#039;&#039; will arrange a &#039;&#039;veilingmarkt&#039;&#039;; the &#039;&#039;[[The_Thrice-cursed_Court#Surut|Ashen Prince]]&#039;&#039; and the &#039;&#039;[[Kimus|Seer Clad in Raiment of Light]]&#039;&#039; will both speak to certain chosen guests; and the &#039;&#039;[[Lashonar|Caucus Forum]]&#039;&#039; opens its doors once again to the Archmage of Night and the [[Imperial Consul]].&lt;br /&gt;
&lt;br /&gt;
So far so ordinary; but while the &#039;&#039;[[Yaw&#039;nagrah|Green Mother]]&#039;&#039; declines the offer of parley a &#039;&#039;seventh&#039;&#039; eternal places a request of their own - an eternal who seems to be entirely unknown within the Empire. Just who &#039;&#039;is&#039;&#039; this &amp;quot;&#039;&#039;Lord Rain&#039;&#039;&amp;quot;, and why &#039;&#039;have&#039;&#039; his emissaries requested a parley with the Archmage of Spring? Only one way to find out...&lt;br /&gt;
&lt;br /&gt;
You can learn about the responses to the plenipotentiary messages, and the unexpected additional request for a parley, [[A pleasing and deceptive face|here]].&lt;br /&gt;
&lt;br /&gt;
===Woven as a Weapon===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Senate; Imperial Synod; Aquillian Effugere of Ankarien&#039;s Revenge&#039;&#039;&#039;&lt;br /&gt;
The [[trods|trod]] network was created by the ancestors of the Navarr after the fall of the Terunael Empire to combat the [[vallorn]]. The magic employed is elegant and subtle, creating a web of pathways crisscrossing the Empire. People walking the trods draw on the magical strength of the vallorn, weakening the corrupt Spring infestation in to process.&lt;br /&gt;
&lt;br /&gt;
This approach has endured for centuries, allowing the Navarr to steading weaken the vallorn. Now the Imperial Senate has passed a motion to commission Graciana i Lopez i Guerra to [[appraisal|appraise]] the trods to research options to improve their effectiveness at depleting the vallorn.&lt;br /&gt;
&lt;br /&gt;
You can read more about the appraisal [[Woven as a weapon|here]].&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
A number of [[mandate|mandates]] were upheld at the Summer Solstice and enacted in the months that followed. You can find a complete list [[383YE_Summer_Solstice_Synod_judgements#Mandate|here]]. &lt;br /&gt;
&lt;br /&gt;
==Imperial Lore==&lt;br /&gt;
Three rituals were proposed for addition to Imperial lore during the Summer Solstice.&lt;br /&gt;
* [[Skar&#039;s Gentle Push]] was proposed by Irontide Lok. The ritual is now available to be mastered by Imperial magicians.&lt;br /&gt;
* [[Secrets of the Soul&#039;s Desires]] and [[Eyes of the Soul&#039;s Past]] were proposed by Tanus of the Auric Horizon. These rituals are now available to be mastered by Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
Insert other media here.&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_fortune&amp;diff=76974</id>
		<title>383YE Autumn Equinox winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_fortune&amp;diff=76974"/>
		<updated>2019-09-03T20:22:32Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Mercy is Weakness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
{{CaptionedImage|file=Notices.jpg|align=left|caption=A moment spent perusing a noticeboard could easily suggest new ambitions.|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire&#039;s military campaigns [[383YE_Autumn_Equinox_winds_of_war|here]].&lt;br /&gt;
&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We&#039;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.&lt;br /&gt;
&lt;br /&gt;
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 &#039;should&#039; know based on what their roleplaying says they have been doing for the past three months.&lt;br /&gt;
&lt;br /&gt;
Many winds of fortune open with a short section of in-character text. 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. They&#039;re mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===Crowned in Rose and Heather===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; especially the Synod and the Senate&#039;&#039;&#039;&lt;br /&gt;
On the last night of the Summer Solstice, [[Empress Lisabetta|Imperatrix Lisabetta Giacomi von Holberg]] and her husband Juha the Cave Spider, the [[Imperial Magus]], retired together as normal. By the next morning they were gone. No-one saw them leave their quarters. No-one has seen them since.&lt;br /&gt;
&lt;br /&gt;
On the available evidence, the Constitutional Court has had little choice but to announce that both [[the Throne]] and the Magus must be legally considered to either be dead, or to have resigned their positions.&lt;br /&gt;
&lt;br /&gt;
Easy enough for them to say, but there are still many questions to be answered. The Empire had become used to having a Throne again, and the repercussions of losing the Imperatrix and her husband have the potential to be far reaching indeed.&lt;br /&gt;
&lt;br /&gt;
You can learn about these questions and repercussions [[Crowned in rose and heather|here]].&lt;br /&gt;
===Mercy is Weakness===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod; Sword scholars; Urizen national assembly&#039;&#039;&#039;&lt;br /&gt;
Despite the best efforts of the Druj, the sword scholar Temple of the Winds has been completed in Morrow, a year since it was originally commissioned. Their numbers greatly reduced by their fight against the Mallum orcs, the scholars nonetheless gather under the banner of the Tempest Jade Maiden to resume their crusade against foolishness and irrationality. With the full support of the Wisdom assembly, their example will now spread across the entire Empire preventing any Synod mandate that does not have a clear greater majority from being enacted.&lt;br /&gt;
&lt;br /&gt;
So far the Synod has welcomed the return of the sword scholars, but not everyone shares their enthusiasm. While opportunities exist for assemblies to embrace the sword scholars&#039; example, there are those who are deeply concerned about what will happen if the followers of Sulemaine become more influential.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the impact of the sword scholars on the Imperial synod, and the opportunities to increase it [[Mercy is weakness|here]].&lt;br /&gt;
&lt;br /&gt;
===No Time For Ease (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;All Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
The [[the Throne|Throne]], [[Empress Lisabetta|Imperatrix Lisabetta]], used her power to [[The_Throne#Address_the_Empire|address the Empire]] to permit Gabriel Barossa, [[General]] of the Wolves of War present a personal message to all Imperial citizens. You can read his message [[No time for ease|here]].&lt;br /&gt;
===A Pleasing and Deceptive Face (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Archmages; Sagua i Ezmara i Erigo; Ceinwen Eternal, Urien Novarion of Dawn; Lady Izett, [[Knight-protector]] of Summer; Alan Fletcher, Jacques Flayer, Lady Claudia Varkulova Remys, Lord Armand Remys, Lord Romande Remys, Mael Donjeon and Olivia Sepulchre, Victor van Holberg, Natasha Ivanova Arkady von Holberg, Monzcarro van Holberg, Gancio, Flávio Capra Gláucio de Regario, Estella Krazentia Callabrese Von Holberg, Dr. Marlien von Holburg, Warrakine Ashenhide Arch; Xanthius of the New Imperial Artisan; Imperial Consul; [[Imperial Seer]], [[Penumbral Watcher]], and [[Imperial Spymaster]]; [[Silver Chalice]]&#039;&#039;&#039;&lt;br /&gt;
The [[archmage|archmages]] have each invited an [[eternal]] of the appropriate realm to attend a [[archmage#Parely|parley]] with them as representatives of the Empire. Replies have duly been received.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox the courtiers of the &#039;&#039;[[Eleonaris|Queen of Pennants]]&#039;&#039; will host a gathering and the agents of the &#039;&#039;[[Estavus|Mistress of Shikal]]&#039;&#039; will arrange a &#039;&#039;veilingmarkt&#039;&#039;; the &#039;&#039;[[The_Thrice-cursed_Court#Surut|Ashen Prince]]&#039;&#039; and the &#039;&#039;[[Kimus|Seer Clad in Raiment of Light]]&#039;&#039; will both speak to certain chosen guests; and the &#039;&#039;[[Lashonar|Caucus Forum]]&#039;&#039; opens its doors once again to the Archmage of Night and the [[Imperial Consul]].&lt;br /&gt;
&lt;br /&gt;
So far so ordinary; but while the &#039;&#039;[[Yaw&#039;nagrah|Green Mother]]&#039;&#039; declines the offer of parley a &#039;&#039;seventh&#039;&#039; eternal places a request of their own - an eternal who seems to be entirely unknown within the Empire. Just who &#039;&#039;is&#039;&#039; this &amp;quot;&#039;&#039;Lord Rain&#039;&#039;&amp;quot;, and why &#039;&#039;have&#039;&#039; his emissaries requested a parley with the Archmage of Spring? Only one way to find out...&lt;br /&gt;
&lt;br /&gt;
You can learn about the responses to the plenipotentiary messages, and the unexpected additional request for a parley, [[A pleasing and deceptive face|here]].&lt;br /&gt;
&lt;br /&gt;
===Woven as a Weapon===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Senate; Imperial Synod; Aquillian Effugere of Ankarien&#039;s Revenge&#039;&#039;&#039;&lt;br /&gt;
The [[trods|trod]] network was created by the ancestors of the Navarr after the fall of the Terunael Empire to combat the [[vallorn]]. The magic employed is elegant and subtle creating a web of pathways crisscrossing the Empire. People walking the trods draw on the magical strength of the vallorn, weakening the corrupt Spring infestation in to process.&lt;br /&gt;
&lt;br /&gt;
This approach has endured for centuries, allowing the Navarr to steading weaken the vallorn. Now the Imperial Senate has passed a motion to commission Graciana i Lopez i Guerra to [[appraisal|appraise]] the trods to research options to improve their effectiveness at depleting the vallorn.&lt;br /&gt;
&lt;br /&gt;
You can read more about the appraisal [[Woven as a weapon|here]].&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
A number of [[mandate|mandates]] were upheld at the Summer Solstice and enacted in the months that followed. You can find a complete list [[383YE_Summer_Solstice_Synod_judgements#Mandate|here]]. &lt;br /&gt;
&lt;br /&gt;
==Imperial Lore==&lt;br /&gt;
Three rituals were proposed for addition to Imperial lore during the Summer Solstice.&lt;br /&gt;
* [[Skar&#039;s Gentle Push]] was proposed by Irontide Lok. The ritual is now available to be mastered by Imperial magicians.&lt;br /&gt;
* [[Secrets of the Soul&#039;s Desires]] and [[Eyes of the Soul&#039;s Past]] were proposed by Tanus of the Auric Horizon. These rituals are now available to be mastered by Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
Insert other media here.&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76769</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76769"/>
		<updated>2019-08-25T17:01:14Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Participation: Brocéliande */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
&lt;br /&gt;
All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
&lt;br /&gt;
Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
&lt;br /&gt;
Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
&lt;br /&gt;
This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
&lt;br /&gt;
The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone, however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
&lt;br /&gt;
Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
&lt;br /&gt;
They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
&lt;br /&gt;
The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
&lt;br /&gt;
Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
&lt;br /&gt;
Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
&lt;br /&gt;
They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divinations of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
&lt;br /&gt;
Thus, the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
&lt;br /&gt;
Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
&lt;br /&gt;
[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high-ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
&lt;br /&gt;
The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
&lt;br /&gt;
Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
&lt;br /&gt;
The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
&lt;br /&gt;
The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
&lt;br /&gt;
With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
&lt;br /&gt;
Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
&lt;br /&gt;
There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
&lt;br /&gt;
The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
&lt;br /&gt;
With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
&lt;br /&gt;
Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well-equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended, however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commitment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone to whom they speak to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produce mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds of [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also affected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to draw back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation : Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begun to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will affect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76768</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76768"/>
		<updated>2019-08-25T17:00:42Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Five Return, One Go Alone (Conjunctions) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
&lt;br /&gt;
All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
&lt;br /&gt;
Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
&lt;br /&gt;
Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
&lt;br /&gt;
This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
&lt;br /&gt;
The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone, however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
&lt;br /&gt;
Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
&lt;br /&gt;
They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
&lt;br /&gt;
The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
&lt;br /&gt;
Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
&lt;br /&gt;
Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
&lt;br /&gt;
They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divinations of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
&lt;br /&gt;
Thus, the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
&lt;br /&gt;
Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
&lt;br /&gt;
[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high-ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
&lt;br /&gt;
The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
&lt;br /&gt;
Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
&lt;br /&gt;
The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
&lt;br /&gt;
The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
&lt;br /&gt;
With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
&lt;br /&gt;
Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
&lt;br /&gt;
There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
&lt;br /&gt;
The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
&lt;br /&gt;
With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
&lt;br /&gt;
Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well-equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended, however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commitment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone to whom they speak to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produce mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds of [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also affected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to draw back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begun to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will affect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76767</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76767"/>
		<updated>2019-08-25T17:00:03Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Wood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
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All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
&lt;br /&gt;
Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
&lt;br /&gt;
Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
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This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
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The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
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The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone, however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
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Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
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They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
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The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
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Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
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Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
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Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
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They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divinations of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
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Thus, the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
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Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
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[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high-ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
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The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
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==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
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Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
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Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
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The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
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The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
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With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
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Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
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There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
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The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
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With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
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===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
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Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
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With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well-equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended, however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commitment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone to whom they speak to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produce mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds of [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also affected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to draw back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begun to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will effect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76766</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76766"/>
		<updated>2019-08-25T16:58:38Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Iron */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
&lt;br /&gt;
All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
&lt;br /&gt;
Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
&lt;br /&gt;
Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
&lt;br /&gt;
This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
&lt;br /&gt;
The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone, however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
&lt;br /&gt;
Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
&lt;br /&gt;
They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
&lt;br /&gt;
The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
&lt;br /&gt;
Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
&lt;br /&gt;
Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
&lt;br /&gt;
They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divinations of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
&lt;br /&gt;
Thus, the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
&lt;br /&gt;
Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
&lt;br /&gt;
[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high-ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
&lt;br /&gt;
The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
&lt;br /&gt;
Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
&lt;br /&gt;
The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
&lt;br /&gt;
The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
&lt;br /&gt;
With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
&lt;br /&gt;
Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
&lt;br /&gt;
There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
&lt;br /&gt;
The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
&lt;br /&gt;
With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
&lt;br /&gt;
Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well-equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended, however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commitment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone to whom they speak to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produce mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds ot [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also effected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to drawn back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begin to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will effect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76765</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76765"/>
		<updated>2019-08-25T16:56:38Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
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The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
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All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
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Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
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Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
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==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
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This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
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The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
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The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone, however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
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Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
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They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
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The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
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Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
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Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
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Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
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They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divinations of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
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Thus, the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
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Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
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[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high-ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
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The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
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==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
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Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
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Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
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The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
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The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
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With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
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Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
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There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
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The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
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With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
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===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
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Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well-equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended, however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commitment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone to whom they speak to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq, perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produced mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds ot [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also effected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to drawn back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begin to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will effect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76764</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76764"/>
		<updated>2019-08-25T16:54:54Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
&lt;br /&gt;
All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
&lt;br /&gt;
Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
&lt;br /&gt;
Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
&lt;br /&gt;
This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
&lt;br /&gt;
The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone, however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
&lt;br /&gt;
Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
&lt;br /&gt;
They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
&lt;br /&gt;
The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
&lt;br /&gt;
Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
&lt;br /&gt;
Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
&lt;br /&gt;
They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divinations of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
&lt;br /&gt;
Thus, the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
&lt;br /&gt;
Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
&lt;br /&gt;
[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high-ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
&lt;br /&gt;
The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
&lt;br /&gt;
Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
&lt;br /&gt;
The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
&lt;br /&gt;
The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
&lt;br /&gt;
With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
&lt;br /&gt;
Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
&lt;br /&gt;
There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
&lt;br /&gt;
The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
&lt;br /&gt;
With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
&lt;br /&gt;
Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well-equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commtiment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone they speak to to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq, perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produced mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds ot [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also effected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to drawn back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begin to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will effect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76763</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76763"/>
		<updated>2019-08-25T16:53:57Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Game Information : Feroz */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
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The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
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All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
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Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
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Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
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==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
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This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
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The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
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The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone, however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
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Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
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They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
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The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
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Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
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Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
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Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
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They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divinations of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
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Thus, the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
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Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
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[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high-ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
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The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
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==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
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Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
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Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
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The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
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The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
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With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
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Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
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There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
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The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
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With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
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===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
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Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commtiment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone they speak to to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq, perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produced mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds ot [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also effected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to drawn back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begin to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will effect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76762</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76762"/>
		<updated>2019-08-25T16:53:30Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Bronze */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
&lt;br /&gt;
All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
&lt;br /&gt;
Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
&lt;br /&gt;
Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
&lt;br /&gt;
This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
&lt;br /&gt;
The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone, however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
&lt;br /&gt;
Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
&lt;br /&gt;
They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
&lt;br /&gt;
The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
&lt;br /&gt;
Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
&lt;br /&gt;
Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
&lt;br /&gt;
They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divinations of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
&lt;br /&gt;
Thus, the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
&lt;br /&gt;
Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
&lt;br /&gt;
[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
&lt;br /&gt;
The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
&lt;br /&gt;
Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
&lt;br /&gt;
The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
&lt;br /&gt;
The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
&lt;br /&gt;
With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
&lt;br /&gt;
Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
&lt;br /&gt;
There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
&lt;br /&gt;
The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
&lt;br /&gt;
With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
&lt;br /&gt;
Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commtiment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone they speak to to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq, perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produced mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds ot [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also effected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to drawn back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begin to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will effect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76761</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76761"/>
		<updated>2019-08-25T16:52:41Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Bronze */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
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The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
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All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
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Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
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Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
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==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
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This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
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The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
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The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone, however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
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Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
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They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
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The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
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Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
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Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
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Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
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They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divination&#039;s of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
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Thus the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
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Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
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[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
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The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
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==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
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Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
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Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
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The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
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The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
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With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
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Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
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There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
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The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
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With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
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===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
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Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commtiment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone they speak to to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq, perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produced mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds ot [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also effected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to drawn back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begin to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will effect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76760</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76760"/>
		<updated>2019-08-25T16:50:02Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Circle and Track */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
&lt;br /&gt;
All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
&lt;br /&gt;
Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
&lt;br /&gt;
Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
&lt;br /&gt;
This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
&lt;br /&gt;
The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
&lt;br /&gt;
Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
&lt;br /&gt;
They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
&lt;br /&gt;
The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
&lt;br /&gt;
Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
&lt;br /&gt;
Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
&lt;br /&gt;
They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divination&#039;s of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
&lt;br /&gt;
Thus the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
&lt;br /&gt;
Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
&lt;br /&gt;
[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
&lt;br /&gt;
The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
&lt;br /&gt;
Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
&lt;br /&gt;
The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
&lt;br /&gt;
The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
&lt;br /&gt;
With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
&lt;br /&gt;
Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
&lt;br /&gt;
There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
&lt;br /&gt;
The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
&lt;br /&gt;
With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
&lt;br /&gt;
Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commtiment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone they speak to to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq, perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produced mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds ot [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also effected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to drawn back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begin to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will effect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76748</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76748"/>
		<updated>2019-08-24T15:49:22Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Game Information : Spiral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon, and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
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The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
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All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
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Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
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Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
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This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
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The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
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The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
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Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
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They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
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The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
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Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
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Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
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Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
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They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divination&#039;s of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
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Thus the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
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Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
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[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
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The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
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==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
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Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
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Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
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The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
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The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
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With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
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Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
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There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
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The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
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With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
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===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
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Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are halfway towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commtiment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone they speak to to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq, perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produced mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds ot [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also effected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to drawn back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begin to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will effect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76747</id>
		<title>383YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_war&amp;diff=76747"/>
		<updated>2019-08-24T15:44:24Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:383YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The progress of the Empire&#039;s many military campaigns will appear here before the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Circle and Track.jpg|caption=Three Marcher armies advance into Segura|align=left|width=600}}&lt;br /&gt;
==Circle and Track==&lt;br /&gt;
As the Summer Solstice dawned, three of the four territories of the Brass Coast lay under siege. [[Segura]] and [[Kahraman]] were threatened by the Jotun, while the Grendel advanced in Feroz. During the Solstice, the heroes of the Empire struck back bravely against the orcs. They helped to relieve the garrison of Fort Braydon, and prevented the Grendel from seizing control of the bridges that would have allowed them to prevent Imperial armies moving south from Madruga to engage them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Segura&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ciaphas Dekar, General of the Bounders&amp;quot;&amp;gt;Marcher Folk, last season we knocked out a few of the Kraken&#039;s teeth. This season we prevent the enemy from closing its claws on Segura. We stand shoulder to shoulder with our kith and kin. As well as gifts from the Autumn Realm. We march to War!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Immediately after the Solstice, the armies of the Empire are on the move. Three armies of Marcher soldiers advance into Segura; the Tusks from [[Mitwold]], the Bounders and the Strong Reeds from [[Feroz]]. They are here to relieve the Seventh Wave and the Granite Pillar; the Highborn armies are needed in the eastern Brass Coast. They plant their battle standards along the borders of Anduzjasse and contested Anozeseri.  Shoulder to shoulder to shoulder they stand, forming a wall of Marcher steel and sinew to throw back the armies of the Lasambrian Jotun. The Tusks oversee the defence, and along with the Reeds they bear valuable [[enchantment|enchantments]] that help them [[Clarity of the Master Strategist|coordinate the Imperial defence]] despite the vast, open grasslands with minimal numbers of runners and messengers. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, once more we aid the Freeborn, we will defend shoulder to shoulder with Bounders. Look to your virtue, we will allow the dead to be recovered, and we will ensure no Freeborn suffers!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tusks and the Reeds are supported by more than [[military unit|five thousand soldiers loyal to independent captains]] - supplementing the Imperial Guerdon with [[Four_strong_winds#Live_free|the bounty offered by the Zemress Islanders]]. Five great constructs of brass and bronze, each twice as large as the tallest Marcher yeoman, fight alongside the Bounders - a gift from the [[Estavus|Mistress of Shikal]] herself. Other potent magic is at work in Segura this season. What little water there is in this dry territory bears the unmistakable mark of [[Rivers of Life|spring power]]; any wound suffered by orc or human that is not fatal is healed overnight. For those able to perceive it, the subtle tang of [[Autumn magic]] hangs in the air as well, gently twisting the ribbons of fate to once again ensure that the people of Segura do not suffer the depredations of the western raiders.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Tomothy Crowle, General of the Tusks&amp;quot;&amp;gt;Tusks, the time for rest is over. Take up your bills and bows, and march for Segura. We will dig in deep, and conduct a strategic defence. We stand alongside the Bounders and the Strong Reeds - let us show them how it is done!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The three armies form a bulwark against the barbarians; but the orcs do not come. &lt;br /&gt;
&lt;br /&gt;
The Lasambrian Jotun are content to remain in Anduzjasse, and in the scattered settlements of western Anozeseri that they have managed to claim. There are a few skirmishes along the boundaries of Yellow Chase and the Iron Plains, but nothing conclusive and nothing involving more than a few hundred warriors. No significant casualties are suffered by either side. The people of Segura go about their business in relative peace - both those under the domination of the Lasambrian Jotun, and those in the rest of the territory. The [[Construct_Iron_Qanat_II|Iron Qanat]] is raised in Yellow Chase; the caravans of goods cross the grasslands to Anozel and Cerevado without interruption.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Morgor, General of the Winter Sun&amp;quot;&amp;gt;Soldiers of the Winter Sun, we have spent two seasons sharpening our blades and strengthening our nation, but now the time has come for war. We will march into Kahraman with a steady conquest against the Jotun alongside our brethren in the Mark. We will meet the enemy on their terms, showing honour wherever it is due and proving the strength of an Imperial Legion.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Kahraman&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The brave garrison of Fort Braydon slowed the Jotun advance, but could not stop them claiming parts of Serra Damata. They nearly paid a bloody price for their courage, were it not for the intervention of the Imperial heroes. Shortly after the Summer Solstice, the Winter Sun and the Green Shield march into the Cinnabar Hills through a narrow, precarious pass in the mountains of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]]. As they move along the river south of Fort Braydon, a great cheer goes up from the garrison there, and the iron bells high in the towers peal out a welcome.&lt;br /&gt;
&lt;br /&gt;
All told there are perhaps eleven thousand Imperial troops come to drive the Jotun out of Serra Damata. Even with the [[Clarity of the Master Strategist|clarity]] granted by [[Day magic]], it takes them several days to cross the rugged hills and deep gullies of Kahraman, however. By the time they reach the towering [[Frozen Citadel of Cathan Canae|ice fortress]] raised in the hills above the [[Great Mine of Briante]], the soldiers are tired and dusty, but the citizens of the mining town are ready to meet them with ewers of cold water drawn from the mountain streams at very reasonable prices as they show their appreciation for the soldiers&#039; presence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Osric, General of the Green Shield&amp;quot;&amp;gt;Heroes of the Green Shield, we go south to Kahraman, to aid our Freeborn friends and meet our present enemy. The Jotun of the north have sent the Skjaldirborn south, so it is fitting that we will be there to meet them. Show your heroism, fight with honour, we can meet the enemy on their terms and prove ourselves the stronger! Forth the Green Shield Army!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Jotun, however, are &#039;&#039;not&#039;&#039; there to greet them. They have already withdrawn from Serra Damata, back through the western hills into Reinos, back into Jotun territory. All they have left behind is a solitary crimson banner of the Bear-Who-Swims, topped with the blind-eyed skull of a dire beast. They have not even taken thralls; the people of western Serra Damata have been left in the few scattered villages and farms that still risk living so close to the Jotun border.&lt;br /&gt;
&lt;br /&gt;
Kahraman is entirely Imperial once again.&lt;br /&gt;
===Game Information : Western Brass Coast===&lt;br /&gt;
There have been no significant engagements in Segura or Kharaman for Imperial forces this season. Kahraman is once again entirely Imperial. In Segura, the Lasambrian Jotun remain in control of Anduzjasse and have made some progress in conquering Anozserai.&lt;br /&gt;
&lt;br /&gt;
Any military unit captain who supported an army in Segura this season receives payment provided by the Zemress Islanders - a sum of 5 crowns for a starting military unit, proportionally more for an upgraded or enchanted unit.&lt;br /&gt;
{{CaptionedImage|file=Bronze Carried Long.jpg|caption=Feroz falls to the Grendel.|align=left|width=600}}&lt;br /&gt;
==Bronze==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vrael i Sol-Devorador i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Despite the Empire bloodying the Grendel menace in the Bay of Catazar over the last year, they refuse to see sense and return to their despairing cities. They are our ancient enemy. Let us remind them of the fury of Freeborn Corsairs and take back our land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Summer Solstice the Grendel attempted to take control of [[Feroz#The_Scorrero_Crossing|the Scorrero crossing]], and had they been successful they would have controlled all movement of land forces between Madruga and Oranseri. In the event, Imperial heroes were able to intervene through the [[Sentinel Gate]] and put a stop to their stratagem. Still, the Grendel control of the northern borders of Feroz presents something of a logistical problem, forcing the Empire&#039;s forces to pass through Segura to enter the territory if they do not want to face a pitched battle attempting to attack Oranseri directly from Madruga.&lt;br /&gt;
&lt;br /&gt;
This does not prevent the Empire gathering a great force of Imperial soldiers in western Feroz. The Quiet Step are joined by the two Imperial armies from Segura - the Seventh Wave and the Granite Pillar - in Morajasse. The Granite Pillar set up defensive positions, while the Seventh Wave move cautiously forward sending dozens of small teams of practised scouts ahead of them to spy out the enemy positions. A short time later, they are joined first by the Red Wind Corsairs down out of Mournwold, and then the Black Thorns our of Liathaven, passing through Kharaman and Segura to end up with the other three Imperial armies in the shadow of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]].&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar prepare to blunt the presumed thrust of the Grendel forces, supported by more than two thousand soldiers belonging to Highborn and Urizen warbands. The other four armies break camp and push east, toward the coast and the barbarian horde. The Red Wind Corsairs take the lead, possessed of a [[Clarity of the Master Strategist|supernaturally heightened acuity]] that combines with their knowledge of the Brass Coast to help them predict at least in part the likely movements of the Grendel invaders. As with the &#039;Pillar they are supported by independent warbands - a mix of nations more than a thousand soldiers in all. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Gideon, General of the Granite Pillar&amp;quot;&amp;gt;Soldiers of the Granite Pillar will march with all haste to Feroz. Establish a Strategic Defence standing shoulder to shoulder with our brothers and sisters in the Seventh Wave. We will not cede any more the Brass Coast to the Barbarians!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces move, a [[Foam and Spittle of the Furious Sea|supernatural storm]] moves to meet them - gathering far out to sea and sweeping in to batter the coast with torrential rain and howling winds. The tempest is indiscriminate; while it hinders the Grendel armada it also presents significant threats to any Imperial vessels in the territory this season.&lt;br /&gt;
&lt;br /&gt;
The weather shakes the Grendel armada, but it does not slacken their thirst for conquest. Even as the Empire is gathering in Morajasse, the orc marines are pushing west through [[Feroz#Fontargenta|Fontargenta]], securing the last of the region and solidifying Grendel control of the coastline. The orcs waste no time on trying to loot the Freeborn; they are all business. Perhaps their magicians recognised the whisper of subtle [[Autumn magic]] in the air that stymied their plundering last season; more likely the commanders who set their forces to raiding instead of conquering and cost the Grendel control of Fontargenta prior to the Summer Solstice have been replaced. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cuth, General of the Seventh Wave&amp;quot;&amp;gt;Highborn, we begin our return east. We go to Feroz, to assist the Brass Coast once more. This time, however, we get to fight the hated Grendel. Even better, we fight with our siblings in the Granite Pillar and our friends in the Quiet Step. Give the Grendel no respite, nowhere to hide. give them a reckoning!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The orc marines are not alone however. Even as the Imperial forces are preparing to engage along the contested borders of Morajasse and Afarjasse news comes to the Seventh Wave of Grendel ships disgorging thousands of barbarian land-forces in [[Feroz#Oranseri|Oranseri]]. As near as the scouts can piece together, part of the armada spent the last season returning to Attar and has since returned with two armies, perhaps ten thousand additional Grendel troops in all. Or at least some of them are Grendel troops; when the Empire finally engages them it is clear that not only orcs native to the Broken Shore are fighting in Feroz.&lt;br /&gt;
&lt;br /&gt;
Having swiftly regrouped from their - likely turbulent - sea crossing the land forces immediately strike west for Morajasse with the support of many of the Grendel marines. In the vanguard are warriors familiar to many of the Freeborn fighters - the forces of the Naguerro rush to engage the Imperial armies with wild abandon, crashing repeatedly against the soldiers attempting to push toward the coast. The Naguerro once lived in Kalino to the south, before being defeated by the Iron Confederacy when the Lasambrian nation collapsed. It seems they have prospered in the year or more that they have spent with their cousins on the Broken Shore. They are much revitalised, and seem to burn with a terrible hatred for the Empire that translates itself into an overwhelming assault against their positions across the contested land between orc and human controlled territory.&lt;br /&gt;
&lt;br /&gt;
They are followed up by the Iron Gulls - last seen in the disastrous (for the Grendel) retreat from Spiral. Survivors of the catastrophe when the heart of Screed was roused to wakefulness, it seems they also harbour a deep anger towards the Imperial armies - albeit one that is significantly more focused than that of the Naguerro. They drag with them a suite of siege engines - well prepared for the dearth of wood on the grasslands of Feroz they have brought their catapults and siege engines with them and clearly mean to put them to good use. Their target is Mora&#039;s Rock, the new fortification having been completed barely a month previously.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lleu Tarw, General of the Black Thorns&amp;quot;&amp;gt;Thorns, we march for the coast. We fight with our brothers and sisters in the Quiet Step, and with the Highborn and Red Wind Corsairs. Show we are the fastest army in the Empire as we force march down the trods. Draw on the magical and mundane might from the Quiet Step and butcher the Grendel. Make them fear the strength of the Navarr armies!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the marines along the coast absorb the force of the Imperial attempt to liberate Feroz, the Naguerro and the Iron Gulls push into Morajasse. The Empire&#039;s forces manage to briefly claim some land along the border between the two forces, but they are able to hold it for only a handful of weeks before they are forced to retreat back. For their part, the Grendel launch an audacious raid against Mora&#039;s Rock. A pitched battle takes place between the Granite Pillar and the two Grendel armies below the walls of the fortification. The Rock takes a fair amount of damage from the attempt to storm the walls, but the Grendel are soon forced to retreat back toward Oranseri or risk being completely cut off from their main force.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brennos Brackensong, General of the Quiet Step&amp;quot;&amp;gt;The Marchers leave for Segura, replaced by Highborn, freeborn and the Black Thorns. Be we remain. Disperse through our attacking allies, hunt Grendel commanders and paymasters, unleash our magics from within allied ranks and do whatever it takes to disrupt, displace and destroy the Grendel forces.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The loss of life across the territory is significant. While the Grendel marines are concerned primarily with taking and holding the coast and do not press into Morajasse or Afarjasse, the Naguerro seem unconcerned about casualties, relishing every opportunity to engage the Empire. For their part, the Imperial troops are supported by the Quiet Step who are prepared to do [[Army qualities#Cunning|whatever it takes]] to damage the barbarian forces, employing unorthodox - but effective - tactics to strike at the orc armies from unexpected positions that allow them to target their supply trains, hospitals, and the occasional Grendel commander. it&#039;s hard to judge the effectiveness of the magical storms on the Grendel armada, but a conservative estimate suggests well over three thousand Grendel are slain; by contrast the Empire estimates a little short of three thousand soldiers have been lost to Imperial forces.&lt;br /&gt;
&lt;br /&gt;
The Empire makes some small gains in Oranseri and Fortargenta but manage to hold them for little more than a handful of weeks before being forced to fall back westward. For their part, the Grendel marines hold off the Empire attempt to reach the coast, and even manage to make some headway into Morajasse - although the presence of the fortification there means they have little more than a fingerhold on the western grasslands. Worse - from the point of view of the Empire at least - they have managed to consolidate their control of the three eastern regions. &lt;br /&gt;
&lt;br /&gt;
Fortargenta is now completely under Grendel control - and as Fortargenta falls so falls the territory.&lt;br /&gt;
&lt;br /&gt;
Feroz is no longer part of the Brass Coast; but the Freeborn are not prepared to abandon it to the orcs. A fortnight before the Autumn Equinox, messengers from the town of [[Feroz#Afarjasse|Afar]] reach the commanders of the Imperial forces defending Feroz. The [[hakima]] of Afar are adept in the use of [[night magic]], and have been preparing for the worst. Now they plan to take advantage of a coming conjunction of the heavens that will allow them to unleash far-reaching magic across the Empire.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Hakima of Afar have aided Freeborn across the Coast. In return, many of them signed contracts committing themselves or their descendants to come to the Hakima&#039;s aid if they are called. Not only Freeborn, but various people across the Empire are in debt to the Hakima. Provided the summons comes in the correct way, these people will be bound to come to Feroz and fight the Grendel in the coming season, potentially providing a significant source of military strength to aid in either the defence of Afarjasse and Morajasse - or to help the Imperial armies take back what the Grendel raiders have stolen from them.&lt;br /&gt;
&lt;br /&gt;
They do not need magical assistance; but they &#039;&#039;do&#039;&#039; need military assistance. The orcs appear to have gotten wind of what they are planning - perhaps a lucky spy spotted the magicians gathering at Afar, or perhaps the sorcerers of the Naguerro or the Sky masters of the Grendel have seen what is coming in divination&#039;s of their own. A major force of Iron Gulls and Naguerro magicians are heading east across the grasslands of Afarjasse. They will reach Afar within the week - and while there are some kohan protecting the hakima they will not be sufficient to deal with such powerful foes. They will be forced to abandon their magic and flee, risking capture or death in the process.&lt;br /&gt;
&lt;br /&gt;
Thus the Hakima of Afar need the assistance of heroes - someone to intercept the Grendel force and either turn them back or slow them sufficiently that they have time to complete their working. &lt;br /&gt;
===Game Information : Feroz===&lt;br /&gt;
The Grendel now control Feroz; it is no longer an Imperial territory.&lt;br /&gt;
&lt;br /&gt;
Among other things, they have also finally sent forces to capture the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]]; the [[Celesti_Lighthouse_Keeper#Mariners.27_Mana|mariner&#039;s Mana]] it used to provide is no longer available to the [[Celesti Lighthouse Keeper]].&lt;br /&gt;
&lt;br /&gt;
[[Sentinel_Gate#Major_Conjunctions|Major conjunctions]] of the [[Sentinel Gate]] have been identified that would allow travel to Afarjasse. According to the civil service, either conjunction would allow Imperial heroes to intercept the Grendel force moving across the plains. Scouts from the Seventh Wave report that each night when the Grendel camp they throw up a temporary stockade, breaking it down each morning before moving on. The conjunctions would allow the Empire to attack while they are still encamped. The Highborn scouts also report that the stockade appears to partly be for the security of a high ranking orc of some kind - not the military commander but possibly an important adviser. &lt;br /&gt;
&lt;br /&gt;
The full scope of the magic the hakima of Afar are planning to unleash is not entirely clear; Night magic is not destructive in nature. From the description of the contractual debts owed to them, the hakima believe that thousands of kohan, corsairs, and soldiers of many nations will be drawn to Feroz to fight alongside the armies in the coming season - provided the Grendel can be turned aside. The magic must be performed at Afar - where the hakima&#039;s store of contracts is kept - and if they are forced to flee they will have to abandon their library of debts as well as their homes.&lt;br /&gt;
{{CaptionedImage|file=Out of Song.jpg|caption=The Grendel have sent armies into the shadows of Spiral.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Stone==&lt;br /&gt;
At the start of the year, the Druj sent [[383YE_Spring_Equinox_winds_of_war#Available_Light|their armies]] into [[Spiral]]. Beneath the ever-present shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, they conquered Ossuary and claimed the [[Spiral#Screed|heart of Spiral]] itself. They even managed to press down into [[Spiral#Apulus|Apulus]] on the southern coast before retreating back into [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
Six months later, Spiral is invaded again - but from the opposite direction. A month after the Summer Solstice, reports come from contested Apulus of several thousand orcs of the Broken Shore crossing through the southern mountains into Spiral. They move cautiously, taking pains to avoid any Imperial entanglement. &lt;br /&gt;
&lt;br /&gt;
Technically, the Grendel still control Apulian - despite there being both an Imperial and a Druj presence in the region - and they are able to move through the coastal area unimpeded. Some of the soldiers are clearly here to set up a base of operations in Apulus; they divert away from the main column toward the town. There are some Imperial forces still in the coastal settlement, but their supplies are already strained by the presence of Druj guerrillas; the Empire is forced to abandon their positions and draw back to more defensive spires along the western borders of the region. &lt;br /&gt;
&lt;br /&gt;
The banners of the Brine Turtles and the Black Eels now fly over Apulian.&lt;br /&gt;
&lt;br /&gt;
The main thrust of the invasion is to the north-east, into Apstrus. It was here that the Grendel suffered their crushing defeat at the hands of Imperial forces during the Battle of Solen&#039;s Doubt. Now they are returning in force. In the absence of any significant defenders, they quickly and methodically take control of the region. It is not a populous region; far from the Block the protective spells used to allow mortals to dwell under the oppressive shadow of Screed become unreliable. The bulk of those who had returned to spires there had already retreated westward when the Druj invasion cut the territory in half. Of those who remain, some are now sealed in their Spires sending desperate messages via the Heliopticon, while others have been overrun by orc soldiers.&lt;br /&gt;
&lt;br /&gt;
With nobody to resist them, the orcs quickly conquer Apstrus... and with it the balance of power in Spiral shifts against the Empire. With only three regions remaining in Imperial hands, Spiral ceases to be part of the Empire.  It is not a Grendel territory, any more than it is a Druj territory. But it is not Imperial.&lt;br /&gt;
&lt;br /&gt;
Once Apstrus is secure, the Grendel armies shift their focus back towards Apulian, establishing a command post in the town of Apulus and a second on the southern border near one of the largest passes back into Mareave.&lt;br /&gt;
&lt;br /&gt;
There is little doubt the orcs of the Broken Shore have suffered for their invasion. Like the Druj before them, they may not have encountered serious opposition from the Empire but the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; inflicts suffering of its own on any mortals who spend extended periods of time away from the safety of the Urizen spires. Whatever else they may claim in Spiral, the Grendel armies have also gathered a harvest of madness, despair, savagery, and death. &lt;br /&gt;
&lt;br /&gt;
The Grendel do not move unnoticed through Urizen. There are scouts even in Apstrus - hard-bitten Urizen, veterans of the war in Spiral,  elite sentinels equipped with [[magic items|magical items]] that allow them to resist the grim oppression that hangs over Spiral like a cloud of insanity. They say that the orcs have brought powerful magicians of their own with them, and confirm that whatever else they are doing the Grendel are taking precautions. Shortly before the Autumn equinox the Heliopticon messages from the south-easternmost corner of the Empire confirm that [[Rivers of Life|healing rains]] have begun to fall across Spiral providing some limited protection from the worst effects of the awakened &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. There are also hints of powerful [[enchantment]] on the two orc armies, most likely from the [[Day magic|Day realm]], that grants them additional discipline and brings with it a peculiar sense of calm. Whatever else it does, it clearly helps to mitigate some of the worst effects of the oppressive aura that hangs over Spiral.&lt;br /&gt;
&lt;br /&gt;
With the Autumn Equinox approaching, the situation is that Spiral is no longer an Imperial territory. Most of the people are centred along the eastern borders - in Ateri, Cinon, and Ankra, turning their attention to the protection of their Spires, and sending increasingly worried messages to their cousins in Redoubt and Morrow, fearful for the future. Still, when the Empire [[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|finally liberated Spiral]] in the Summer of 382YE they lost one and a half &#039;&#039;thousand&#039;&#039; soldiers in a single season just to the influence of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. The Urizen huddled in their spires may be unhappy that the territory has fallen to the barbarians again, but it is hard to blame the Empire for its reticence to send armies into the haunted wastelands of Spiral. &lt;br /&gt;
&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Druj control [[Spiral#Screed|Screed]] and [[Spiral#Ossuary|Ossuary]], the Empire control [[Spiral#Ankra|Ankra]], [[Spiral#Ateri|Ateri]], and [[Spiral#Cinion|Cinion]]. The Grendel control [[Spiral#Apstrus|Apstrus]] and [[Spiral#Apulian|Apulian]]. Nobody controls the territory and Spiral is no longer Imperial - meaning among other things that it cannot be targeted from the Imperial Regio and the [[senator]] for Spiral has lost their seat.&lt;br /&gt;
&lt;br /&gt;
Apulian is contested by three forces. The Grendel control the region, but their hold is somewhat precarious. The Druj are half way towards claiming the region, but have no active forces in the territory (as far as anyone can tell). The Empire is barely present - they have little more than a toehold in the region.&lt;br /&gt;
&lt;br /&gt;
With the loss of Spiral, the [[Citadel Guard]] are once again lacking in support. Consequently, after the Autumn Equinox they will begin to decline once again.&lt;br /&gt;
&lt;br /&gt;
Finally, the remaining citizens of Spiral are forced to turn their attention toward the defence of their spires. As such the [[Doyen of the Spires]]&#039; rate of codification has dropped back from 20 to 15 until such time as Spiral is an Imperial territory once more.&lt;br /&gt;
{{CaptionedImage|file=In the Candle-ring.jpg|caption=The Druj have returned to Holberg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
There are more than twenty thousand Druj warriors in Holberg.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear how long they have been there when the news of the massive orc force reaches the city proper. A month? Six weeks? They were certainly not present before the Summer Solstice. But there were reports of Druj activity in Holberg during the summit - of League heroes [[Living_with_war#Holberg|engaging orc scouts]] on the shores of the Semmerlak. What was taken at first to be an isolated group of opportunistic raiders in retrospect appears to be a symptom of something more serious.&lt;br /&gt;
&lt;br /&gt;
The first real evidence that there may be a more significant invasion force in the eastern League territory come from scattered reports of stealthy orc scouts in the marshes of the Morass and Rebeshof and Ennerlund; of a small caravan of Imperial merchants travelling through Misericorde toward the new Sand Fisher settlement on the shores of the Semmerlak disappearing without a trace; and of encounters between wide patrols and suspiciously well equipped and dangerous &amp;quot;bandits&amp;quot; in the eaves of Utterlund.&lt;br /&gt;
&lt;br /&gt;
One such patrol raises real concern at Holberg when it is reported as two days overdue. The sole surviving member is eventually pulled from a stinking pool east of the Great Pits of Ennerlund, delirious and on the brink of death. The miners listen to her raving and swiftly dispatch runners to the city to deliver the scout&#039;s message:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Druj are coming!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately the garrison of Holberg mobilises. Contingencies prepared years previously are put into operation; a number of people living outside the walls in the gentrified district of [[Holberg#Holmauer|Holmauer]] leave their homes and move to the upper city, to the safety of [[Holberg#Holfried|Holfried]]. There is little doubt that the largest fortification in the Empire - one of the largest defensive structures in the entire Known World - will protect the people from any number of orcs. But what about the people who do not live behind those walls? The miners of Ennerlund? The farmers and herbalists of the Morass and Rebeshof? The woodcutters of Utterlund?&lt;br /&gt;
&lt;br /&gt;
What about the Sand Fishers?&lt;br /&gt;
&lt;br /&gt;
Following the vague report of the surviving scout, the defenders of Holberg confirm that the worst has happened. A major Druj force has invaded Holberg across the river from [[The Barrens#Farweald|Farweald]], and established armed camps along the eastern borders. It is very difficult to gather any real information about their dispositions or deployment; the garrisons focus is on protecting the people of Holberg rather than scouting the enemy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear the Druj are already some way toward claiming Utterlund; the garrison of Holberg and two small Free Companies do what they can but nobody is much inclined to enter the woods themselves. Not with thousands of Druj. Not with the... bodies... of the missing scouts, hanging in pieces from the trees along the edge of the forest. From the expressions on the impaled heads, those Imperials who have fallen into the hands of the Druj here did not die easily, or quickly.&lt;br /&gt;
&lt;br /&gt;
Over the next month, the Druj continue to press into Utterlund. They send scouts and saboteurs south into Ennerlund, but they quickly retreat when they encounter any resistance. They also apparently send warbands north, into the Sand Fisher-controlled region of Misericorde...&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are terrified when they learn of the Druj presence in Holberg. According to the orcs, some of their hunters and foresters have already gone missing, or been found skinned and staked out or hanging from trees. They are in absolutely no doubt as to why the orcs are here; to punish them for leaving Ossium. To punish them for cooperating with the Imperials. They are desperate - paralysed with fear - with the certain knowledge that the orcs of the Mallum intend to make a terrible example of them. They send messengers to the people of Holberg, pleading for their protection. &lt;br /&gt;
&lt;br /&gt;
A League patrol confirms the Sand Fisher&#039;s worst fears. It is impossible for the defenders to be sure what is going on in the woods of Utterlund, but the evidence suggests that the Druj invasion forces are trying to establish a beachhead. They &#039;&#039;could&#039;&#039; have attacked Ennerlund, but their decision to focus their efforts in Utterlund lends some credence to the Sand Fisher&#039;s fears that the orcs of the Mallum are there for revenge, not conquest.&lt;br /&gt;
&lt;br /&gt;
A large band of elite arkad warriors drawn from the cruel Black Wind and stealthy Arrow Viper armies are moving north-west through the woods of Holberg making for the Sand Fisher settlements. Lead by a Tepel apothecary, there is no doubt that if they reach the banks of the Semmerlak they will be able to slaughter hundreds of practically defenceless orcs. It is too late for the garrison of Holberg to intercept this force before they reach the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
There is still hope, however. There is a major conjunction of the Sentinel Gate available that could be used to place Imperial heroes between the Druj and their prey. The battle would be savage indeed, but if the Druj are defeated not only would it prevent an atrocity, it would send them a clear indication that the Empire intends to fight for the Sand Fishers. To defend them against the Mallum orcs. Combined with the other efforts the League and the Imperial Orcs are making to help the Sand Fishers begin new lives in Holberg, this would greatly increase the orcs&#039; confidence in the Empire and in the beneficence of their human neighbours.&lt;br /&gt;
&lt;br /&gt;
Assuming the Druj &#039;&#039;can&#039;&#039; be defeated, of course. The orcs of the Mallum will have no intention of making that easy.&lt;br /&gt;
&lt;br /&gt;
A fortnight before the Autumn Equinox a foul rain begins to fall across Holberg; a rain horribly familiar to those who lived through the Druj occupation. It fouls every water source. It corrupts the marshes with sickness and raises clouds of buzzing blood-hungry, disease bearing insects wherever it falls. The [[Rivers Run Red|rivers run red]] with the taint of corrupt [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===Game Information : Holberg===&lt;br /&gt;
The Druj are nearly three quarters of the way toward claiming Utterlund. The only factor that has prevented them from doing so is the presence of the immense, well-garrisoned walls of Holberg. In the absence of the fortification, they would easily have claimed the entire forested region and begun to make inroads elsewhere. There is a good chance they might have been successful in establishing their beach head had the walls not been [[Construct_walls_of_Holberg|raised to their current splendour]] by the Imperial Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Sun_green#A_Tale_of_Shrouds|inky-black skies of Holberg]] make it difficult to gather information magically or scry the forests, but even so it is impossible to miss the fact that there is a [[Army qualities#Cruel|cruel]] army in Holberg this season. Indeed, it is clear that the army has been engaged in a &#039;&#039;merciless onslaught&#039;&#039; as part of the invasion, tormenting and executing any who fall into their hands.&lt;br /&gt;
&lt;br /&gt;
There also appears to be an army engaging in [[Army qualities#Scouting|gathering intelligence]] in Holberg - there is no doubt they now know where the Sand Fishers are, and have assessed the relative defences of the city itself.&lt;br /&gt;
&lt;br /&gt;
It also appears that there is an army with some kind of magical ability in Holberg; the Spring magic spreading across the territory makes that obvious. It is not clear at this time what &#039;&#039;other&#039;&#039; magics they may be working in eastern forests.&lt;br /&gt;
&lt;br /&gt;
Finally, the civil service confirm that [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the Sentinel Gate have been identified that will allow the Military Council to send Imperial heroes directly to stop the murderous Druj intent on slaughtering the Sand Fishers. Intercepting the attack will save many lives, but will also have a profound effect on how the orcs - both the Sand Fishers and the orcs of Ossium when they hear of it - view their new neighbours in Holberg, showing that the oppressive cruelty of the Druj is no match for the strength and determination of the Empire.&lt;br /&gt;
{{CaptionedImage|file=From the Thaw.jpg|caption=The Jotun have crossed the border into Bregasland.|align=left|width=750}}&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
A fortnight after the Summer Solstice, news filters down from the [[Bregasland#North Fens|North Fens]] that a Jotun force has crossed the border into [[Bregasland]]. It quickly becomes apparent that the army marches under the banner of the Bear-Who-Swims - the same army that struck into [[Liathaven]] [[383YE_Spring_Equinox_winds_of_war#Liathaven|in Spring]], then lead the attack into Kharaman [[383YE_Summer_Solstice_winds_of_war#Vow|before the Summer Solstice]]. They seem adept at driving into Imperial territory, especially undefended territory.&lt;br /&gt;
&lt;br /&gt;
The territory is not undefended however. The Bregas beaters and household militias of [[Bregasland#North Fens|Greywater]] are not enough to challenge the Jotun warriors by themselves, but there is magic at work in the northern fens and marshes. As they have done many times before, the Sussivari Frost Coven of [[Wintermark]] have woven fog and water together to lay a [[Dripping_Echoes_of_the_Fen|powerful protective spell]] over North Fens, and over Bregasland as a whole. The marshes are treacherous enough as it is, but under the guidance of the [[Night magic]] unleashed there they actively oppose the Jotun invaders, leading them astray, separating their warriors, and drawing them into precarious situations. At the same time, the magic supports and protects the scattered defenders of the Bregas households, hiding them with conveniently timed shrouds of mist or driving rain, or providing safe avenues to retreat that sink beneath the water before the Jotun can use them. It also rouses the rum beasts of the western marshes. From the giant marshspiders that lurk beneath the surface of murky meres to the drifting ghostlights that trick the unwary to their doom, all seem to focus their attention on the approaching Jotun. Furthermore, there are reports of strange creatures that are clearly not of mundane origin - figures that seem to coalesce out of the mist and darkness to strike at the flanks of Jotun scouts; great bat-like things with glowing amethyst eyes that strike from the night sky without warning; and pale glowing hounds that warn of approaching invaders with ghostly howls.&lt;br /&gt;
&lt;br /&gt;
The Jotun flounder in the enchanted marshes of North Fens for a week or more, making no progress, harried by beasts and beaters, and subject to the cruel whims of the marshes themselves. If it had just been Bear-Who-Swims alone it is unlikely they would have made much headway into Bregasland, and the enchantment on North fens would most likely have forced them to retreat back into Narkyst with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
But they are not alone.&lt;br /&gt;
&lt;br /&gt;
Just as it seems the invasion is going to amount to a whole lot of nothing, another thirty thousand Jotun troops crash out of the west into North Fens. Following the scouts of the Bear-Who-Swims, they make straight for Greywater. While the magical force protecting the Fens slows their advance, there are simply too many of them. The settlement falls within a week, and the Jotun spread out across the entire region. They give the stone at [[Bregasland#Fisher’s Rock|Fisher&#039;s Rock]] a wide berth, but the scattered households of the North Fens are quickly conquered by troops under the banner of the Southern Bear.&lt;br /&gt;
&lt;br /&gt;
The Jotun waste no time - as North Fens fall they are already pressing south into Grey Fens. Away from the heart of the Night magic that plagued their attack in the north, they find it significantly easier to navigate the grim meres and infrequent settlements. There are few Marcher inhabitants of the Grey Fens - between the dead meres, and the rum beasts, and the rumours presence of a major Feni tribe here, as well as the ever-present threat of adventurous Jotun champions seeking to make a name for themselves by raiding out of the [[Hordalant#Blutgahn|Blutgahn marshes]] of [[Hordalant]], there are few Bregas to slow the Jotun advance.&lt;br /&gt;
&lt;br /&gt;
At first there is little that villagers can do to stand against more than thirty thousand Jotun - Jotun who seem to have set aside their superstitious dislike of marshes as they put aside their dread of deep forests when they invaded Liathaven all those years ago. Grey Fens falls, as did North Fens before it. As the Autumn Equinox draws near, the western borders of Bregasland are claimed by the Jotun. If it had not been for the foresight of the Sussivari, and the magical defences they had put in place, either Ottermire or the Rushes would likewise have fallen to the surprise attack of the orcs - and the territory of Bregasland likewise.&lt;br /&gt;
&lt;br /&gt;
Their conquest is not entirely unopposed however; the people of Ottery and Sallow put aside their internecine bickering to focus their attention on the threat from outside. They work with the townsfolk of Graven Rock to do whatever they can to impede the orcs, and the magic loose in the marsh offers them what assistance it can. These are Marcher folk, and they do not give up land lightly. A number of the defiant yeofolk make for Bill Sabbey, a monastery consisting of a small collection of wooden buildings situated on what counts as a &#039;hill&#039; in Bregasland on the edges of Ottermire. Here the abbot warms hearts with rousing sermons of courage and drowns sorrows with a combination of strong Brega spirits and powerful potions.&lt;br /&gt;
&lt;br /&gt;
The Sabbey monks are well known and well liked, not only among their fellow Bregas but across the Marches. Their renown is partly for their extensive collection of tales of [[Bolstering_Bill_(Exemplar)|Bolstering Bill]] and partly for their skills as expert brewers and skilled apothecaries. The strong spirits brewed at Bill Sabbey are popular as far afield as [[Tassato]] and doses of [[Apothecary_Potions#Elixir_Vitae|elixir vitae]] stamped with Bill&#039;s smiling face, the Abbey&#039;s imprimatur command a good price. The sensible thing to do would be to abandon the Abbey and retreat in the face of the Jotun advance, but these folks are not minded to be sensible. Instead they plan to make a defiant stand against the Jotun to send a message across the Marches to think of Bolstering Bill and to &amp;quot;see what their neighbours can do to help&amp;quot;...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Anna Perrin, Statement of Principle, Marcher National Assembly, Summer 383YE&amp;quot;&amp;gt;Lily Guildenstern is making the breadbasket available to all those wishing to celebrate Marcher traditions and beliefs at fayre or fete or upcoming wassail. Use this bounty to draw Marcher and Mournwold Orc from near and far, to bring our community together, so none is left a stranger, and all can benefit from closer ties between market town and households.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It&#039;s a good time for such a gesture following the [[383YE_Summer_Solstice_Senate_sessions|announcement]] by the [[Keeper of the Breadbasket]] that they would spread the bounty of the breadbasket across Mitwold, Upwold, and Bregasland, to strengthen Marcher traditions coupled with the [[383YE_Summer_Solstice_Synod_judgements#Judgement_127|statement in the Synod by Anna Perrin]] seeking to bring the community together, so none is left a stranger, and all can benefit from closer ties. If the Empire can demonstrate real commtiment to these words by ensuring the Abbey does not fall then it will rally spirits across the Marches.&lt;br /&gt;
&lt;br /&gt;
If that happens then folk who are sick and tired of the Jotun threatening their lands will be ready to put aside their differences and take up arms to defend their neighbours. A common militia of yeomanry, the like of which has not been seen since the reign of [[Emperor James]], would form up to take the battle to the Jotun. Such a force could never defeat the Jotun host by themselves, but they&#039;d fight the Jotun for every inch of (marshy) soil and would be an invaluable ally to any Imperial army fighting in the Marches. Everyone could play a role - even some of the Mournwold orcs have offered to help, bringing victuals and essential supplies to the Marchers fighting in Bregasland (and should the Marcher synod [[Heart_of_gold#Marcher_Orcs|make up its mind about the orcs&#039; place in the nation]], many more would likely be prepared to offer their aid). &lt;br /&gt;
&lt;br /&gt;
At present their cause seems doomed - the Jotun forces are already perilously close to the monastery and will likely overrun it any day soon. The Empire will need to move fast if they wish to save them.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Bregasland===&lt;br /&gt;
Two regions of Bregasland - Grey Fens and North Fens - are now under Jotun control. The territory remains Imperial, but if another region is lost to the barbarians the territory will fall.&lt;br /&gt;
&lt;br /&gt;
While it is possible for armies to travel from [[Kallavesa#West Marsh|West Marsh]] in [[Kallavesa]] to North Fens, it is not possible to cross the Westmere into [[Bregasland#Ottermire|Ottermire]]; Imperial (or Jotun) forces will need to go through Mitwold if they wish to reach Ottermire (or Kallavesa Marsh).&lt;br /&gt;
&lt;br /&gt;
The Jotun domination of Grey Fens has significant implications for [[Liathaven]]; it is now not possible for Imperial armies to reach [[Liathaven#West Ranging|West Ranging]] or [[Liathaven#West Wood|West Wood]] without going through the Jotun controlled regions or first creating a new beach head in Liaven&#039;s Glen, Liath&#039;s Ring, or Liaven&#039;s Glen.&lt;br /&gt;
&lt;br /&gt;
There are [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] available on both days of the summit that would allow the heroes of Anvil to travel via the Sentinel Gate to the lands at the bounds of Bill Sabbey in Ottermire. If heroes are able to defend the Abbey against the approaching Jotun then the monks will take news of the victory across the Marches encouraging everyone they speak to to take up arms and fight against this latest invasion.&lt;br /&gt;
{{CaptionedImage|file=For the Birthday.jpg|caption=A daring raid deep into conquered Sermersuaq brings victory.|align=left|width=600}}&lt;br /&gt;
==Iron==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jorma Steelhail, Statement of Principle, Wintermark National Assembly, Summer 383YE&amp;quot;&amp;gt;We choose Raknar Ravenstorm, Eyes of the North, liberator of slaves, he that led the recovery of the Bloodcloak, Thane of Stormspire, as the Warden of the Great Raid upon Ikka&#039;s Tears. Heroes will march, names made, chains broken. For our people! For Saga! For Skein we march! We Raid!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The raid on [[Pride of Ikka&#039;s Tears]] relies on cunning and stealth: an expedition from Imperial-held Atalaq crossing the vast lake of Atkonaroq to Suaq Fount. Success relies on escaping detection by the Jotun for as long as possible. Should the orcs get wind of what is coming, defeat is inevitable. &lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Wintermark assembly named a Warden for the raid - responsible for recruiting brave warriors prepared to risk sneaking into Jotun-conquered Sermersuaq to raid the mithril mine and then flee back south without being stopped by the western barbarians.&lt;br /&gt;
&lt;br /&gt;
In the end more than a hundred warbands belonging to brave Imperial captains make the trek to Atalaq, and participate in the dangerous crossing of the Atkonaroq. Every Imperial nation save the magicians of Urizen are represented. Unsurprisingly the majority of the raiders are Winterfolk, but there are creditable contingents of Dawnish and Highborn champions prepared to risk all to strike against the Jotun.&lt;br /&gt;
&lt;br /&gt;
As well as the captains, a major contingent of Winterfolk warriors of all traditions from the Fist of the North support the raid. Combining knowledge of the Suaq tundra with subtle divination magics, the [[Army qualities#Farsighted|farsighted]] mystics, icewalkers, and runesmiths of the Fist help to plan the route to the mithril mine but also - perhaps even more importantly - the route &#039;&#039;back&#039;&#039; from the northernmost borders of Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
The challenge of the mission cannot be understated. The Jotun are known to be leery of boats and open water, but they make up for this by paying special attention to the shoreline. The Imperial scouts are not alone however; the hylje seal-shifters of the lakes of Sermersuaq offer what aid they can, working with the Suaq to find secluded locations that present the best chance of avoiding Jotun patrols. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Kindra Edasdottir, General of the Fist of the Mountains&amp;quot;&amp;gt;Soldiers, we&#039;re heading North! Half to Sermersuaq, to join the captains of the Empire and raid the Jotun held mithril mine, the pride of Ikka&#039;s Tears. Get in there, rescue our people, and pick up some of our mithril on the way out. Everyone else, to Kallavesa. Rest, recuperate and read the signs. Let&#039;s show our friends resting with us what it means to be a mystic.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The flat-bottomed boats used to cross the great freshwater lake cannot be found by the orcs - as each warband reaches the shore of Suaq Font, the hylje help by sinking the vessel in the deeper waters of the lake away from Jotun eyes. While this helps preserve the secrecy of the raid, it means that the heroes are completely committed to their goal as there will be no easy way back across the frigid waters of the Atkonaroq.&lt;br /&gt;
&lt;br /&gt;
Once Suaq Font is reached, the raid splits into seven smaller groups, each lead by a team of Suaq scouts. If one party is intercepted, the others might still make it across the cold tundra to the Face of Ikka. A rendezvous point is established, known only to the commanders of each smaller band. On the night of the last moon - the last night before the new moon when the night sky is at its darkest - each warband must be in position below Nujalik Ridge or risk missing the raid.&lt;br /&gt;
&lt;br /&gt;
The Jotun appear unaware that the raid is coming but they are not fools. Regular patrols crisscross the barren tundra. There is a major force of armed orcs stationed in Sermersuaq - hard to get exact numbers but various warbands encounter armed camps belonging to the Lion of the North, Tower of the North, and Mandowla&#039;s Roar. At least three armies of orcs in northern Sermersuaq, and likely more in the east and the west.&lt;br /&gt;
&lt;br /&gt;
These armed camps present a major challenge to the raid - the Suaq scouts cannot be certain where they are located. They can make educated guesses, but the risk is that an unlucky warband will accidentally wander into the path of a patrol and end up drawing the attention of an entire force of Jotun champions.&lt;br /&gt;
&lt;br /&gt;
As it happens, the Imperial raiders are able to make it to the rendezvous point without major incident - at least nothing that attracts the attention of the Jotun conquerors. It is the first time many of the champions who have made the trek across Suaq Fount have been this far north; the first time most of them have looked upon the immense wall of ice that is Ikka&#039;s Tears. it is a sobering sight, a reminder of how small each individual warrior is in the face of the majesty and splendour of the world.&lt;br /&gt;
&lt;br /&gt;
Crouched in the shadow of Nujalik Ridge, in the gathering darkness, there is one last council of war as last minute adjustments to the plan are made.&lt;br /&gt;
&lt;br /&gt;
It seems the barbarians have not been idle since they took the mine. The Pride of Ikka&#039;s Tears is now a major focus of Jotun activity in northern Sermersuaq. A stone-and-hardwood wall has been erected around the mine workings, supported by watchtowers garrisoned by keen-eyed orcs. Sprawled around it, and protected by a second wall of wooden stakes, is a large army camp. The banners of the Jarl of Kierheim hang from the walls, interspersed with the battle-standards of the Tower of the North. Several hundred thralls - both orcs and humans - work in the mines extracting precious mithril ore which is then transported westward by heavily guarded caravans. &lt;br /&gt;
&lt;br /&gt;
This part of the raid still relies on stealth; the closer to the mine and the more damage that can be done before the Jotun realise what is happening the better. Under cover of darkness, with the world cast into shades of grey by the sliver of silver moon, the Imperial champions move down towards the camp.&lt;br /&gt;
&lt;br /&gt;
Some of the guards are taken unawares, but it is inevitable that the alarm is raised. Voices are raised; drums begin to pound; the clash of steel on steel echoes through the night. The Jotun have two beacons ready to be lit, to signal to their comrades that the mine is under attack. The heroes manage to stop one being lit, but are unable to prevent one of the Jotun warriors from hurling their torch into the oil-soaked wood of the second beacon even as she is cut down by Imperial arrows.&lt;br /&gt;
&lt;br /&gt;
Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across the armed camp and into the mines. The majority of the Winterfolk who have become thralls seize the opportunity to take up arms against the Jotun. The orc thralls, however, cower or flee, shouting for aid. Some are inevitable killed. None are prepared to accompany the liberators of the camp.&lt;br /&gt;
&lt;br /&gt;
After three hours of chaos, silence falls over the camp.&lt;br /&gt;
&lt;br /&gt;
With the aid of the liberated human thralls, the precious mithril ore is distributed between warbands. At the same time, Steinr and Varushkan engineers work to collapse the entrance to the mine, choking it with rubble. It is a grim task - there are almost certainly still some orc thralls who have fled to the deepest parts of the mine workings to escape the Imperial attackers. They will starve, or die of thirst, before the Jotun are able to clear the opening. It is a terrible way to die.&lt;br /&gt;
&lt;br /&gt;
The work does not take long, and with a great roar the tunnels begin to collapse. It will take the Jotun at least a season to repair the damage and get the mine working again.&lt;br /&gt;
&lt;br /&gt;
Then, as hands are clasped, backs slapped, and promises made the warbands scatter again. Some make for Atalaq, others for the passes into Skarsind. Before the sun has risen, the raiders of Pride of Ikka&#039;s Tears are on the move.&lt;br /&gt;
&lt;br /&gt;
The Jotun are no longer oblivious to the presence of Imperial warriors in their territory. They are actively hunting them with horns, and hounds, and burning torches. Stealth is still the armour against the Jotun wrath, but the jig is up. Several times the Imperial warbands clash with the warriors of the west - yet there are no pitched battles. The northern garrisons try to slow the flight of the champions, so that they can be surrounded and captured or killed. The Empire&#039;s heroes must keep moving. It is no game of cat-and-mouse but a headlong rush to safety, pursued by an implacable, clever, and dangerous foe.&lt;br /&gt;
&lt;br /&gt;
Yet the element of surprise has proved invaluable. Some heroes fall; it is inevitable. But with three weeks still to go until the Autumn Equinox almost all the Imperial warbands are accounted for. The last part of the plan involves regrouping once again at Atalaq, where the civil service can arrange for the captured mithril ore to be refined and transported safely south for storage.&lt;br /&gt;
&lt;br /&gt;
Two hundred thralls - not only Winterfolk but miners of several nations - have been liberated from the Jotun. A symbol of the Empire&#039;s commitment to eventually free all the people of Sermersuaq, perhaps. The mine workings have been collapsed, impeding Jotun access to mithril, An entire seasons worth of precious ore has been denied the Jotun. The scouts and cunning trackers of Wintermark have a much better idea of the lay of the land - several maps are updated with details of the Jotun disposition across the northern tundra which may prove invaluable when the Imperial armies return.&lt;br /&gt;
&lt;br /&gt;
Yet it could have been different. The aid of the Fist of the Mountain was invaluable - without their support it would have been impossible to capture the camp quickly enough to allow the workings to be collapsed to deny the mine. Without their keen eyes much of the additional scouting that has taken place would have been unsuccessful. As it is, the strategic value of the raid has been greatly improved.&lt;br /&gt;
===Game Information : Ikka&#039;s Tears===&lt;br /&gt;
The raid on Ikka&#039;s Tears was a full success, but by a narrow margin. Without the aid of the Fist of the Mountain, only the lesser success would have been achieved. If as little as five fewer warbands had been engaged, likewise the attack would have been less successful.&lt;br /&gt;
&lt;br /&gt;
The mithril recovered from the mine has been placed in the inventory of the Warden.&lt;br /&gt;
&lt;br /&gt;
The mine at Ikka&#039;s Tears has been collapsed; the Jotun will need to spend at least three months reopening it before it can produced mithril again. Along with the ore stolen during the raid this means they will lose at least six months production from the mithril mine.&lt;br /&gt;
&lt;br /&gt;
Finally, the Empire has achieved a strategic advantage in Suaq Fount. Not only can they attack the region without penalties for requiring a beachhead, but until the start of the Autumn Equinox 384YE the ability of the Fist of the Mountain to capture territory in Sermersuaq with any attacking order is increased by a fifth, representing the insight gained by the soldiers of the army into the disposition of the Jotun troops.&lt;br /&gt;
{{CaptionedImage|file=From the Burning.jpg|caption=The vallorn of Brocéliande has been held at bay.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;This season the Valiant Pegasus will march into Elereal and help our Navaar brother and sisters once more against the greatest spiritual threat to the Empire, the Vallorn. We fight with our allies as we Highborn know as one Empire we endure.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Since the Autumn Equinox last year, the mysterious urge that drives the vallorn of Brocéliande has been gathering strength. Now it is in full flood. An irresistible tempest of destruction that spills out of the infested forest to overwhelm the Navarr steadings in Boar&#039;s Dell and Elerael; to take back those patches of land that have been cleared of its influence and drown them once again in its vegetative might. Swarms of ettercaps pour from the depths; vallornspawn husks, bringing with them the trans-formative touch of the foul miasma that makes the air itself, rampage across the contested borders of the two free regions. Abominable horrors from the deep vallorn, and from the depths of the Spring realm alike,  seek to devour, overwhelm, and subvert wherever they can. The vallorn is not alone in its drive to consume; the heralds ot [[Yaw&#039;nagrah|the Green Mother]] and the traitorous Scions of Terunael continue to guide, encourage, and support the tendrils of terror that reach out to strangle the natural forests in the north and south.&lt;br /&gt;
&lt;br /&gt;
Worse, there is some malign magic at work in Brocéliande this season. Most of the defenders are unaware of it, but it is painfully apparent to those of the [[briar]] [[lineage]] among the defenders. They speak haltingly of strange dreams. Of pristine wilderness untouched by human hands. Of a simple and rewarding life where everything makes sense, a stark contrast to the barrage of complexities that surround life in the Empire. Of a degree of acceptance some of them have never known. The details of the dreams differ but all contain the same unsettling image; a beautiful figure draped in flowers arms outstretched to them calling them home.&lt;br /&gt;
&lt;br /&gt;
Those briars who try to discuss these unsettling dreams sometimes find themselves being ostracised by their fellows, and most learn quickly not to talk of them. &lt;br /&gt;
&lt;br /&gt;
A month after the Summer Solstice, as the dreams become more intense, some of those briars fighting in Brocéliande begin to experience an unsettling physical change. Flowers begin to sprout from patches of bark, and in their hair. Unnatural flowers. This prompts further suspicion - the briar lineage does not manifest itself as leaves or flowers. Is this some result of exposure to the vallorn? A curse of Yaw&#039;nagrah? Or something integral to the briars responding to the call of the oldest and most terrible of the Devourers of Terunael? Not every briar manifests these flowers. Many briars remove them as soon as they appear but that does not prevent rumour and scaremongering spreading the news of their appearance among the defenders of Brocéliande. &amp;quot;Watch the briars,&amp;quot; some of the more spiteful stories say. &amp;quot;Something is wrong with them.&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pavel Denisovich Patriciu, General of the Northern Eagle&amp;quot;&amp;gt;The Northern Eagle will mount a solid defence in Broceliande, moving in alongside the Valiant Pegasus. We fight to free the souls of our Imperial Cousins, we fight to save the homeland of the Navarr. Fight with Courage, do me proud!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire stands strong, however. The vates of Navarr have predicted that this will be the final season, at least for now, in which the vallorn&#039;s instinct to spread and encompass will be a direct threat to the people who live in Brocéliande. They also predict that it will be the worst; the full devastating strength of the thing that devoured Terunael itself focused on one goal - to cover all of Brocéliande.&lt;br /&gt;
&lt;br /&gt;
A disparate band of allies have gathered to fight the vallorn&#039;s hunger for expansion. The steadings of Brocéliande are reinforced by dozens of warbands of Imperial warriors from every nation in the Empire. The majority are Navarr and Imperial Orcs, but there are also a great number of Dawnish folk here - including many knights errant and questing knights who seek glory and the recognition of the nobles of Dawn by facing the verdant foe. The priests of Highguard continue to urge their congregations to offer whatever aid they can spare, and the Grey Pilgrims in particular fight alongside the Navarr to defend their homes against the onslaught from the deep woods. The spears of the Great Forest are raised in defence of their allies&#039; homeland; the orcs battling alongside the Highborn soldiers of the Valiant Pegasus to protect Elerael. The immortal servants of [[The_Thrice-cursed_Court#Tharim|the Bound King]] continue to bring their cold, cruel power to bear in Brocéliande even as their master sates his endless hunger on the herb gardens and forests of the Navarr.&lt;br /&gt;
&lt;br /&gt;
Will it be enough? The Empire has endured nine months already, but what they have encountered previously has been merely a taste of what comes after the Summer Solstice. The unleashed fury of the largest Vallorn on the borders of the Empire, all focused on a single goal - to take back what was stolen from it and blanket all the land in fecund madness once again.&lt;br /&gt;
&lt;br /&gt;
It may be enough, but what will the cost be? Even the most grizzled Navarr veteran of the fight against the vallorn has not seen the thing that devoured Terunael move with such terrible purpose, with such terrible violence, with such terrible strength.&lt;br /&gt;
&lt;br /&gt;
There is powerful magic at work in Brocéliande, some of it raised by Imperial magicians. In particular, subtle [[Autumn magic]] works alongside the defenders to help them find safe passages and paths clear of marauding vallornspawn, and places where it is safe to rest even within the vallorns clutches. It provides additional protection to those few Navarr living in the territory who wish to flee the vallorn&#039;s spawn rather than face them. At the same time, the withering power of the [[Winter magic|winter realm]] is called down over Boar&#039;s Dell, draining the moisture, warmth, and nutrients from plants in the area, so that all that remains are dried, withered husks. Living creatures fighting in Boar&#039;s Dell are also effected - their skin dries and cracks, their joints to ache, and their hair  becomes brittle and falls out. Nightmares of being slowly turned into stone or withering away plague anyone staying in the region for any length of time - except the briar folk who have strange dreams of their own to contend with.&lt;br /&gt;
&lt;br /&gt;
Then, a week after the Summer Solstice, a major force of new allies comes to fight alongside the Navarr at the behest of the [[Arhallogen|Scorpion Queen]] - the Spring [[eternal]] who embodies the remorseless violence of the predator. The first sign of Arhallogen&#039;s aid comes in the form of a half dozen or so powerful heralds that emerge from the tangled trees of Boar&#039;s Dell and Elerael. They are powerful predator-kings, creatures of poison and razor-sharp blades and scything fangs that are never quite seen by the mortal defenders of the territory. They fight alone, preying on the vallornspawn. Often the only sign of their presence is the carnage they leave in their wake.&lt;br /&gt;
&lt;br /&gt;
But then the &#039;&#039;rest&#039;&#039; of the troops promised by the King of Spiders arrive...&lt;br /&gt;
&lt;br /&gt;
In return for an Imperial bounty of magical herbs, Arhallogen agreed to provide significant aid to the defenders of Brocéliande, and it seems that his silent killers, these avatars of Arhallogen, are &#039;&#039;not&#039;&#039; the aid that was promised merely the forerunners of that aid. &lt;br /&gt;
&lt;br /&gt;
A fortnight after the Summer Solstice, five thousand orc warriors cross the border into Boar&#039;s Dell from the Barrens. Fifty warbands of &#039;&#039;Druj&#039;&#039; warriors, marching beneath fluttering banners of spider, scorpion, and serpent, with venomous creatures and unsettling runes adorning their armour, and many hiding their faces behind horrific masks of leather and bone shaped in the form of screaming faces or many-eyed beasts.&lt;br /&gt;
&lt;br /&gt;
There is an immediate assumption that these warriors are part of a surprise attack; the defenders of Boar&#039;s Dell split their attention between the vallorn and the newcomer orcs. But there are heralds of Arhallogen at the forefront of the Druj advance, and they bring a message to the vates in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This&#039;&#039; is the aid Arhallogen promised. These warbands are what the Navarr bought with their bounty of herbs, just as the Silent Hunter promised to those Imperials who came to speak to him during the Spring Equinox. Fifty warbands composed of orcs from the Mallum, each sworn to Arhallogen&#039;s cause, committed to the defeat of the Vallorn in Brocéliande... at least for now.&lt;br /&gt;
&lt;br /&gt;
The Druj are treacherous, everyone knows that. The only deals they keep are those where keeping their word benefits them more than breaking it - and only then for as long as that lasts. Perhaps this is just such a time? There are some powers in the world that even the Druj do not cross &#039;&#039;lightly&#039;&#039;... it appears that the &#039;&#039;Marshal of Centipedes&#039;&#039; may be one of them.&lt;br /&gt;
&lt;br /&gt;
As much as possible, the Druj keep themselves entirely apart from the Imperial forces. They focus their efforts on the eastern third of Boar&#039;s Dell, along the borders with the Barrens and Dark Ranging, although scouts and guerrilla fighters are seen as far east as the Greenweald. With envenomed spears, and dark magics, they slaughter the vallornspawn just as adroitly as any Navarr thorn, Dawnish knight, or Highborn warrior-monk. They are here to kill the vallorn, however, and make no effort whatsoever to come to the aid of the human defenders of Brocéliande - their alliance with the Spider King does not compel them to do so.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the appearance of these orc warbands is by no means universally welcomed. In particular it is fortunate that the bulk of the Spears of the Pine are in the southern half of the territory. Those Spears of the Pine who are in the north immediately attack the Druj without mercy, looking to kill as many of them as possible. Those who survive have to be convinced to withdraw and fight in the south. Their warleaders are clearly not happy with what is happening, but rather than risk weakening the defence of Brocéliande they pull their warriors back to the Broch and to Elerael. The rest of the orcs soon learn of the presence of the Druj in the north, however, and it is doubtful they are any more thrilled than their companions are.&lt;br /&gt;
&lt;br /&gt;
It is not only the Great Forest orcs who react poorly to the presence of the Druj. There are scattered bloody engagements lead by those Imperials who hate the Druj more than the vallorn. Some of the Highborn allies convinced to offer aid to the Navarr withdraw their support entirely; some of the Dawnish knights turn away in disgust and go to seek glory elsewhere. Others are more pragmatic, however. Aid is aid, they say, and while they may not be happy to fight alongside the despised orcs of the Mallum, the vallorn is a greater threat right now than even a host of Druj &amp;quot;champions&amp;quot; could hope to be. It is a matter for other folk to decide on the repercussions of this stain on the honour of the Empire.&lt;br /&gt;
&lt;br /&gt;
Of all the defenders of Brocéliande, only the forces loyal to Tharim appear unconcerned about the presence of the Druj; they are just as happy to fight alongside the eastern orcs as they are alongside the soldiers of the Empire. Unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
The fighting reaches its peak a month before the Autumn Equinox. After a short lull in the fighting during which the foolishly hopeful wonder if the worst has passed, the spawn pour out of the miasma north and south simultaneously. A seemingly endless stream of vicious killers, bringing with them great clouds of the deadly miasma that spawns in the heart of the vallorn. The Broch is particularly badly taxed; for a little while it looks like it might fall after all and that all the blood committed to keeping it standing may prove wasted. The sheer ferocity of this final attempt at expansion takes the defenders by surprise; confusion spreads in the ranks and it seems the vallorn might take a toehold in Elerael. It is here that the Valiant Pegasus&#039; [[Clarity of the Master Strategist|supernatural insight]], coupled with the grim stoicism of the Northern Eagle pay dividends. More disciplined than the individual bands of warriors, the soldiers of Highguard and Varushka hold the line and keep the independent captains focused on the task at hand. They move to cover any weakness in the defensive line, allowing exhausted and battered warriors a few vital hours to catch their breath and heal their wounds before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
When the attack breaks it breaks suddenly - one moment the vallornspawn are raging north and south the next, as if on some unspoken signal, the surviving creatures are beginning to retreat back under the boughs of the dark forest. After three days of terrible fighting, the surviving vallornspawn suddenly begin to retreat back under the dark tangled trees of Brocéliande, back into the miasma, back into the heart of the vallorn. &lt;br /&gt;
&lt;br /&gt;
Some hot heads want to follow them, to beard them in their lairs, but wiser heads prevail. The vallornspawn are beaten, the heralds of Yaw&#039;nagrah are beaten, the Heirs of Terunael are beaten. &lt;br /&gt;
&lt;br /&gt;
This is a victory for the Empire.&lt;br /&gt;
&lt;br /&gt;
And more than victory. The vates are uncertain at first, but as the vallorn begins to drawn back, as the spawn retreat, there is a growing sense of anticipation and excitement. As they predicted, the sustained attempt to expand, coupled with the magic of the [[trods]], has left the vallorn exposed. If the Empire can strike quickly enough, with sufficient force, they may indeed be able to free Dark Ranging from the grasp of the vallorn, creating a corridor of free land along the entire western border of Brocéliande, allowing for (relatively) safe movement between Reikos and Semmerholm without needing to pass through the [[Great Forest of Peytaht]].&lt;br /&gt;
&lt;br /&gt;
Then there is the matter of the Druj. When it is clear the vallorn has been broken, they begin an orderly retreat back towards the eastern borders of Brocéliande, back towards Dawnguard and the Barrens. Some move more quickly than others. It is estimated that there are still a few thousand orcs in eastern Boar&#039;s Dell as the Autumn Equinox approaches. This presents an opportunity of sorts. These orcs represent part of the Druj armies camped in the Barrens. They are cautious and wary, but are clearly not expecting attack as they slink away. A concerted strike by the heroes of the Empire during the Equinox would scatter these warriors - killing many and driving others into the harsh embrace of the vallorn. An outcome of this would be a significant blow dealt against the Druj armies encamped in the Barrens. More poetically, as one Dawnish knight bluntly puts it, it would present an opportunity for the Empire to betray the Druj for a change.&lt;br /&gt;
&lt;br /&gt;
Just shy of a thousand soldiers of the Valiant Pegasus and the Northern Eagle are presumed dead or lost in the defence of Elerael. The chirurgeons and physics of the &#039;Pegasus do what they can to preserve life but even with the assistance of the defensive Autumn magic, their resources are stretched almost to breaking by the constant fighting when the storm is at its height. Still, there are a great many people alive today who might otherwise have died or been left permanently maimed by their exposure to the horrors that have arisen out of the depths of the vallorn. Some of those who fell are never recovered; their bodies lost to the hunger of the vallornspawn or to more terrible fates.&lt;br /&gt;
&lt;br /&gt;
But, at least for now, Brocéliande is safe.&lt;br /&gt;
&lt;br /&gt;
Or at least as safe as a land infested with the malice of the vallorn can ever truly be.&lt;br /&gt;
===Game Information : Brocéliande===&lt;br /&gt;
The Empire has held the vallorn back in Brocéliande. The year-long campaign to slow the vallorn has been successful. Boar&#039;s Dell, Elerael, and the Broch remain in Navarr hands and there has been comparatively little loss of life. Furthermore, there is a now an opportunity to seize back a region of Brocéliande from the vallorn altogether. Further details of this situation will be provided in the Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service have confirmed a conjunction of the Sentinel Gate exists that would allow Imperial heroes to strike at the retreating Druj forces at the &#039;&#039;&#039;Gouged Oaks&#039;&#039;&#039; in Boar&#039;s Dell on either the Saturday or the Sunday. This opportunity allows a potentially devastating blow to be struck to the strength of the armies in the Barrens - as well as providing a satisfying opportunity to betray the orcs of the Mallum. A successful assault would scatter the Druj Tepel and Het that lead the troops as they retreat. This would force the armies stationed in the Barrens to take defensive orders next season as they recovered and re-established control. By disrupting the enemy, Imperial heroes would also inflict significant casualties on the Barrens armies, which could prove decisive if the Empire decided to follow-up with an attack into the Barrens.&lt;br /&gt;
&lt;br /&gt;
The prognosticators will have more detailed information on the conjunction to present to the generals at the [[Muster]] in Anvil on Friday so that they can choose whether to take this opportunity or not.&lt;br /&gt;
&amp;lt;div style=&#039;float:right; width: 450px; clear: right; margin-left:10px;&#039;&amp;gt;&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alienor Guerisseuse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andred Rion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anduin Silversmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Archavion Wolfborne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arjhann Griffinsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen Collier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bertrand de Loup&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bors De Carsenere&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caewel Smith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caius Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric Devereux&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conall Greene&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D&#039;Eon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dominiq Sword&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreacon Mannicuss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eadric Fjellrevening&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eamon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerald Thorne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guillaume&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hugh Farrier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jarrigk Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jasper Hunter scion De Beaumont&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kateryna Quint&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Knight Commander Cinder Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lady Claudia Varkulova Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leohnar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Tallstag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Armand Remys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Severin De Rondell&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximilian Plowman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melek GreatHart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordacei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nimue Ward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nineve&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Oren Aurelius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perryn Forthwright&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ren Tanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Robert de Gauvain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roger de Scavilare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roland Singer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ruse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sagramore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ser Fabienne De Miel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sidlore Bonpre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silas Falconer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sola Hearthsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solene d&#039;Alba&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solomon Locke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stolfo Luun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesin Carter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tancred&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tey&#039;Woren Fulren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tierian Spirits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tor Forester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torag Du Soleil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tristane Tiller&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Urien Novarion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Veridan Silva&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vincent &amp;quot;The Scorpion&amp;quot; Vexille&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wylam Reynard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zoran De Orzel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;illantris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ames the Amiable&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ardeniel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asenath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Barachel of Adina&#039;s Charge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cayleb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iscah Knilus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Lleu Tarw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aeyh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexi Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arkann Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arthur Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ash Honeyforge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baddon Red Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldrum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Branam Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brendan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brennos Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brodi Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bryn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedan Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caradog Third Hill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cybi Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dalthios&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danza Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dynion Stormpine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eckhard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eirian Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Brokenbough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Broad-Backed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gerallt Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwennan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwill Fenwarden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;J&#039;zarr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kale&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karrow Strangers Song&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kenneth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lorcan Ashenwolf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maddoc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meilyr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nyle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Petricor Tanglehorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Hoarfrost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raelyn Holdfast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaghan Emberedgrove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhisiart Dancewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rowan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scota&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seamus Chainbreaker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sedanta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sloane the Roamer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swilach Feather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomarn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toreth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Travid Longest Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turi Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Willa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zarrath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;kylar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;merlin feyerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;nyrah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;David, Jademist, Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raza I Azul-Mar I Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tesni i Fijadoz i Riqueza&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erikas Van Temeshwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucia Van Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nico von Temeschwar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hebrun Weaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioseph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kestralus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanius&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Parnassus Tacitspire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varrock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian of Invidia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Urizen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaromir Ostrovyn Kostka&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vratceich Jogodovna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kaisa Vieno Magenling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volfe Stormchaser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation: Brocéliande===&lt;br /&gt;
The fighting in Brocéliande has been a magnitude of violence worse than in any previous season. As such, every character whose military unit participated in the &#039;&#039;Slow the Vallorn&#039;&#039; action has received a lingering traumatic wound. These lingering wounds will be in your pack at the event. The generals of the armies involved, if they did not personally assign military units to the campaign here, may e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to confirm they were present and that they should also receive a lingering traumatic wound. If you are not a general, and your military unit did &#039;&#039;not&#039;&#039; support the campaign here, please do not e-mail in. This opportunity to be horribly injured is available only to players who participated in the action.&lt;br /&gt;
&lt;br /&gt;
Any character with the briar lineage whose military unit supported the &#039;&#039;Slow the Vallorn&#039;&#039; action will have experienced the peculiar dreams mentioned above. Furthermore, they may have begin to manifest peculiar flowers that grow out of their bark or in their hair. Further details of exactly what this means will be included in the packs of any briar whose military unit was in Brocéliande this season fighting the vallorn, but you have the option to acquire some flower phys-reps to add to your more usual lineage trappings. Flowers are not normally a permitted trapping for briars, this effect is an exception to the normal rules for those briars whose military units were in Brocéliande for this event. &lt;br /&gt;
&lt;br /&gt;
Finally, anyone who is roleplaying they were fighting in Boar&#039;s Dell is free to create their own stories about encounters with the Druj. It is equally acceptable to have fought against the Druj or the heralds of Arhallogen accompanying them on one or two occasions, but the orcs are generally careful not to avoid attacking Imperial defenders in Brocéliande. Nonetheless, they are cruel, dangerous, and malicious enemies of the Empire who make no effort to aid the human defenders of Brocéliande directly. Wherever possible, they retreat from Imperials set on attacking them, and while it is possible to claim to have killed a handful of Druj warriors it should be clear that this means a handful, and not tens or hundreds of orcs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Force Weight&lt;br /&gt;
|-&lt;br /&gt;
| Brass Coast || 12&lt;br /&gt;
|-&lt;br /&gt;
| Dawn || 29&lt;br /&gt;
|-&lt;br /&gt;
| Highguard || 15&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Orcs|| 10&lt;br /&gt;
|-&lt;br /&gt;
| League || 12&lt;br /&gt;
|-&lt;br /&gt;
| Marches || 16&lt;br /&gt;
|-&lt;br /&gt;
| Navarr || 29&lt;br /&gt;
|-&lt;br /&gt;
| Urizen || 8&lt;br /&gt;
|-&lt;br /&gt;
| Varushka || 6&lt;br /&gt;
|-&lt;br /&gt;
| Wintermark || 46&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Five Return, One Go Alone (Conjunctions)==&lt;br /&gt;
On the run up to the Autumn Equinox the civil service have been able to identify four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]]. These conjunctions will allow Imperial heroes to intervene in [[#Water|Bregasland]], in [[#Wood|Brocéliande]], [[#Bronze|Feroz]], and in [[#Fire|Holberg]]. The broad strokes of how these opportunities will effect the wider campaign are presented above. During the [[muster]], the [[Imperial Military Council|Military Council]] will receive full briefings including tactical information provided by war scouts and prognosticators and will choose which two to take advantage of.&lt;br /&gt;
&lt;br /&gt;
In addition to choosing which opportunities to take, the military council will also need to decide which nations will take part in which conjunction.  Each of the two battles must have at least 90 and at most 93  force weight sent on it.&lt;br /&gt;
==Other Media==&lt;br /&gt;
The [https://www.youtube.com/channel/UC2PELFA0GtC48u6o6Dt1IAQ Empire LRP Audio] YouTube channel now has audio recordings of:&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_groups&amp;diff=76200</id>
		<title>Navarr groups</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_groups&amp;diff=76200"/>
		<updated>2019-08-05T17:03:24Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* The Longest Path */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
There are many [[Steading|steadings]] and [[Striding|stridings]] across [[Navarr]], but only a comparative handful are involved in the affairs of the Empire (that is, attend the seasonal summits at [[Casinea#Anvil|Anvil]]). The influence of these steadings and stridings can wax and wane, and involvement in Imperial affairs is not always a reflection of their influence within the nation itself.&lt;br /&gt;
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==Steadings==&lt;br /&gt;
===Brackensong===&lt;br /&gt;
Formed (along with Splitroot striding) some time before the death of Empress Britta from members of the Foxden steading, the wooden palisaded Brackensong Steading is the first line of defence against the Vallorn in East Broceliande. It is situated in the former home of Whispering Dray in Elerael, where its position grants it an eye over the movements of the husks, miasma, and the giant insects that roam the area.&lt;br /&gt;
To date, the steading is the largest to come out of Broceliande to the Imperial Summits. As befits its vigil against the Vallorn, Brackensong is the home of the Voice of the Quiet Forest, one of the larger covens within the Navarr. Additionally, the constant threat from the more physical agents of the Vallorn has given rise to a core of hardened Thorns, ready to stand against the evils that lurk in the forest and beyond.&lt;br /&gt;
Since the Interregnum, the Brackensong have worked to bolster the living heart of the nation, using the Dance of Navarr and Thorn to repair and nurture the Trods, and playing host to songs, stories and revelry long into the night of every Summit.&lt;br /&gt;
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===Broken Bough===&lt;br /&gt;
A days walk east of Lorenzo&#039;s Deep Pockets in the Goldglades NorthWestern Miaren is Broken Bough Steading. A relatively small and quiet steading, it has typically been home to Navarri who for one reason or another desire hidden ambiguity.&lt;br /&gt;
Broken Bough is situated along a creek, nestled in the large trees found in the area. The location was likely originally chosen to be around a small watchtower structure believed to be Terunael in origin.&lt;br /&gt;
The Steading is home to The Drunken Goose, a wayhouse underneath a large tree on the edge of the settlement. Always the focal point for those passing through looking for food, drink, and a place to stay, The Drunken Goose has recently become a place to sample a wide variety of cocktails from all over the Empire. &lt;br /&gt;
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===Bronwen’s Rest===&lt;br /&gt;
Situated on the Trod that runs through Peakedge Song in Therunin, Bronwen’s Rest Wayhouse was founded in 360YE by a small and ageing Striding looking to settle down. Younger Navarr started to arrive over the next few years including the current Brand, Eleri, and the wayhouse became a regular stopping point for not only Stridings moving through the area, but also a few Highborn and Urizen travelling across the Empire. Bronwen’s Rest now boasts a well-appointed bath house and small printing press- unsurprisingly for a place run predominantly by merrow- as well as the smithy, workshop and inn that form its core.&lt;br /&gt;
The wayhouse comes to Anvil to provide some of the same services that it does to travellers on the Trod on a smaller scale: repair jobs to clothes and equipment, drinks, snacks, packed lunches and of course a social hub for people to sit, unwind… and gossip their hearts out.&lt;br /&gt;
A number of representatives of other stridings and steadings also camp with Bronwen’s Rest at Anvil, forming a collective known as the Open Skies.&lt;br /&gt;
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===Splinterspears===&lt;br /&gt;
No one knows the origin of the Splinterspear steading. Splinterspears have an odd past twisted with the other steadings from the north, sandwiched between varushka and Wintermark there has never been a time when the splinterspears weren&#039;t around, the wayhouse pops up all through the empires history, it is said Myfanwy herself stayed at the wayhouse. it is literally carved from the fingers themselves (mountain range) some say the wayhouse is older than the steading its self, it is a large house with many passages and secret entrances, they even host a natural hot spring and a Navarr banquet hall, &lt;br /&gt;
They hail from Old ranging in hercynia and are isolated over much of the dark winter months. they operate the wayhouse which is literally carved into the fingers which opens its doors and offers the yearly celebration ‘the last feast north’ all weary travellers are welcome, as long as they agree to leave weapons and grudges at the entrance, splinterspear wayhouse is a place for rest and regaining strength after the long trods and many battles faced, this is to honour the passage of the fallen through the labyrinth.&lt;br /&gt;
A Proud and vigilant Navarri steading who it has been whispered have been blessed by summer eternals, it is a rear thing to find a splinterspear who is not a Vate, (this sounds grander than it is, its a massive cave network set in forest up the side of a mountain that is part of a mountain range, with plateaus and softer inclines, it is situated right next to a major trod north, the hall is where the last feast north is hosted yearly) &lt;br /&gt;
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===Foxden===&lt;br /&gt;
Foxden Steading was founded a few hundred years ago by a changeling Navarr, Jhessail Cedny and a draughir Navarr, Rymel Cedny. The two had met on a trod, as their stridings passed each other. Jhessail and Rymel travelled north with those who wished to follow them, to where the boundaries between Varushka and Wintermark met, into the lands of Hercynia. Here, in the place where in winter the darkness is great, and in summer the light seemingly never-ending, they came upon a hill clearing with sparse forest around it. In this region of Summersend atop the hill sat a vixen with her cubs, looking down upon the pair. She yipped, and then trotted away into the trees with her cubs. Here is where they built the steading of Foxden, its eyes watchful to the North and to the Vallorn of Hercynia.&lt;br /&gt;
The steading is a place where the Navarr, and other nations, can come to rest, trade news and goods, and seek guidance on the many paths on which life takes them. Here is a place dedicated to preserving history and stories, music and art. A place to gather and organise against the Vallorn. It is the home of an ever-growing information network set in place by Jhessail and Rymel to ensure that the Empire is upheld against the many forces that oppose it.&lt;br /&gt;
Foxden is a diverse steading with many different focuses; it has produced many a fine thorn, vate, broker, guide and brand. It is a home to any in need, and is willing to accept any into its fold, provided they bring no harm to it. Over the years the steading has produced a number of stridings, as the Dance of those within has dictated. Strong ties still bind a number of these groups together into a collective of stridings and steadings, who regularly get together at Anvil to share information and the like.&lt;br /&gt;
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===Whispering Dray===&lt;br /&gt;
The Steading of Whispering Dray stood sentinel in Elerael, the eyes of it people turned always towards the shrouded desolation of Terunael, protecting the Trods and driving back any Vallorn creature that stumbled into the untainted woods.&lt;br /&gt;
What happened to the steading is not currently a matter of record, except that their homes are now inhabited by the Brackensong, and in recent years a number of individuals named Whispering Dray have been found guilty of Treason and Sorcery.&lt;br /&gt;
OOC Note: Whispering Dray are an NPC steading&lt;br /&gt;
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===Springwake===&lt;br /&gt;
Springwake was formed many years ago, though the records have been long since lost. In Brociliande, in Dark Ranging, on the border of the Barrens, Springwake stood as a wayhouse, a tavern for travellers and Stridings alike. Eventually, as so many things do, it fell- to Vallorn on one side, and bandits the other.&lt;br /&gt;
Those few who escaped became Ashwood Striding. One day, those who lived long enough found their way back to Springwake, and along with support from the heroes of the Empire, were able to reclaim it.&lt;br /&gt;
It stands once again, a proud Steading that, occasionally, holds parties, their Brand Rhain Springwake a steady and wise leader; and the Steading maintains its links with Ashwood through the Burning Forest Alliance.&lt;br /&gt;
OOC Note: Springwake are an NPC steading&lt;br /&gt;
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===Strangers Song===&lt;br /&gt;
Strangers Song is a steading based in Miaren they have a notable forge where Karrow the brand and Thorn, produces weapons and shields in the traditional Navarr style. He and Alarna occasionally bring a few examples to Anvil for trade. Bryn Strangers Song is a young and spirited Autumn Vate who is part of the order of rod and shield, Cadagan is an experienced Autumn ritualist and Emir is the laconic Thorn. together with White Foxes and Night Grove they are also known as Entwined paths.&lt;br /&gt;
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===Whispering Dray===&lt;br /&gt;
The Steading of Whispering Dray stood sentinel in Elerael, the eyes of it people turned always towards the shrouded desolation of Terunael, protecting the Trods and driving back any Vallorn creature that stumbled into the untainted woods.&lt;br /&gt;
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What happened to the steading is not currently a matter of record, except that their homes are now inhabited by the Brackensong, and in recent years a number of individuals named Whispering Dray have been found guilty of Treason and Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Whispering Dray are an NPC steading&lt;br /&gt;
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==Stridings==&lt;br /&gt;
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===Ashborn===&lt;br /&gt;
The Ashborn striding was formed by members of an expeditionary force sent to Hordalant between 379 and 381. They are the Navarr scouts, spies, explorers and military personnel who found themselves harried and cut off from the Empire by overwhelming Jotun forces. &lt;br /&gt;
Though separated from the Empire for 3 years the Ashborn continued to resist, forming themselves into an effective unit of guerrilla fighters, sabotaging Jotun activities where possible in a number of daring raids. Later, when the Empire launched a doomed military campaign into the region the Ashborn made their boldest move – slipping through enemy lines to unify with and assist the now retreating army.&lt;br /&gt;
The Ashborn now return to Anvil after surviving alone outside the Empire. They were formed to survive the suffering they found there, uniting together in common course. Now they find themselves facing a new challenge – reintegration within the Navarr and the Empire.&lt;br /&gt;
From ashes we rise, &lt;br /&gt;
from sorrows we grow. &lt;br /&gt;
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===Splinteredtree===&lt;br /&gt;
Formed winter 381, Twisted Tree and Splinterspears came together and have travelled the trods as a striding ever since trading along the way. most famous for hosting the Navarr in Anvil during the seasons and also Splinteredtree trading hub which began Autumn 381. &lt;br /&gt;
Twisted Tree steading comes from Tharunin  they  have a brewery there famous for its Redhound and mead. &lt;br /&gt;
Splinterspear steading and wayhouse are located in Hercynia. Splinterspears are known primarily for there hospitality in the north. hosting the last feast north every year and opening there wayhouse to any traveller. said to be blessed by summer eternals they are imbued with summer magic there are very few Splinterspears who are not vates.&lt;br /&gt;
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===Ashwood===&lt;br /&gt;
Ashwood Striding has risen from the ashes twice now. Once, the ashes of Springwake lead to a small band, trying to find some more normalcy. They were set upon by Grendel and those children left alive were sent to a Dawnish orphanage.&lt;br /&gt;
When grown, Zayn and Rhain, brought up in Dawn and once of Foxden, refounded the Striding. Since the reformation, many things have changed. Now a Striding made mostly of scouts, physics and brokers, and those who came to Navarr from other nations, Ashwood wanders mostly through Miaren but often finds its way back to Brociliande and the Steading it was born of. The first and so far, only Striding of the Burning Forest Alliance, Ashwood stands proud and is proof that a forest fire is needed for new life to begin.&lt;br /&gt;
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===The Edgestalkers===&lt;br /&gt;
The Edgestalkers are a young Striding formed in 375YE by Pyngwylldwdd (known as Pan), his young wife, brother, and three friends; all came from the White Oak Pass Steading in Hercynia. They swore to use the trods to patrol the northern borders around Varushka and Wintermark, protecting travellers and small settlements from any threat. The Striding is diverse, though it has fewer Thorns than most. Each member takes for themselves a &amp;quot;Wolf&amp;quot; name when they feel they have accomplished something of great merit or worth, or found their calling in life. &lt;br /&gt;
If anyone wants to reach them by post or in person, they are advised to go to a specific way station in Northern Hercynia - Thorn&#039;s Pass - but this is not the home of the Edgestalkers. They live nearby, in a secret location they call the Den. &lt;br /&gt;
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===The Den=== &lt;br /&gt;
The Den was founded by Clwyd &#039;Greywolf&#039; Edgestalker only four years ago. A series of tunnels and caves, it provides a living area for them and their children, with kitchens, gardens, and other facilities that give a peaceful homely existence. They tell no one outside the striding of its location, as no matter where the striding has gone, their beloved children and noncombatants live there in safety. &lt;br /&gt;
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===Thorn&#039;s Pass===&lt;br /&gt;
Thorn&#039;s Pass was founded by Badh Edgestalker within the last year. Most of the time it&#039;s a way station, training centre, and security outpost that welcomes all imperials who travel the nearby roads and gives them beds and food. But in times of need, it becomes a fortress, a place for the protection and defence of their family. It contains a forge and an armoury hidden within the cliffs, overlooking the valley containing the Den as its protector. On nights when the moon is out, howling is often heard from the nearby hills, sparking travellers to speak of local tales of wolf-headed people who stalk these woods and devour any of evil intent. Songs and stories often echo from the striking pagoda that stands as the clear marker for the Waystation. &lt;br /&gt;
The striding is very much a family. They are very friendly and outstandingly loyal above all else; their constant patrols bring them into contact with many kinds of people, so they don&#039;t tend to be a very discriminatory lot.&lt;br /&gt;
Their oath is to protect all those who need their help, and to walk the northern borders so they can prevent tragedies visiting ordinary people. To get into the striding, you must make friends with the group and answer one very simple question.&lt;br /&gt;
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===Eternal Family===&lt;br /&gt;
The Eternal Family is an old striding, so old it is claimed that their roots trace back to the days of Terunael. Whether this is true or not is unclear but it is clear that the striding is very old. The Family is made up of an extended group of both blood relations and adopted individuals who are collectively recognised as family.&lt;br /&gt;
Highly active as a group, those able to travel journey widely along the trods and beyond. They offer support to those in need and explore old ruins, trying to find out all they can about the history of their people. Those unable to travel live in and run a wayhouse in Goldglades, in the territory of Miaren.&lt;br /&gt;
In recent years the Family has become known for the core of the striding being a strong coven specialised in the magic of the Day realm and the Spring realm. Something very unusual happened around 378YE, however, and the ritualists’ affinity for Spring magic has changed markedly. Today, the Eternal Family are known to be powerful practitioners of Summer magic, in addition to their mastery of the arts of Day.&lt;br /&gt;
Alongside their use of ritual magic, the Family use all skills at their disposal to help their nation and the Empire. On the battlefield they are reputed to fight defensively, using shields, medical skills and magic to support frontline warriors.&lt;br /&gt;
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===The Leafstalkers===&lt;br /&gt;
The Leafstalker Striding are a modern band of Navarr based out of Serenael, famed for their signature cloaks that allow them to blend in with the weirwood trees of the region. In Anvil they can be found in the hovel just off Murder Alley.&lt;br /&gt;
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===Splitroot Striding===&lt;br /&gt;
Formed a year or so before the death of Empress Britta alongside Brackensong Steading from members of Foxden Steading, Splitroot has since grown to be a sizeable group. The striding walks the trods of Broceliande, using Elerael as a home base, and venturing into Dark Ranging. Previous to the declaration of war in Winter 378YE, they were one of the few stridings to trade with the Orcs of the Barrens, and still maintain close ties to the Great Forest orcs.&lt;br /&gt;
Splitroot comprises of an eclectic mix of skills and personalities, including all manner of bards, brokers, vates, thorns, ambassadors to foreign nations, and fire dancers. As befitting a group so closely associated with Brackensong and Foxden, many of it’s vates are members of the Voice of the Quiet Forest.&lt;br /&gt;
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===Tarw===&lt;br /&gt;
Compared to many steadings and stridings, the striding of Tarw are young. Formed in the heat of battle in Reikos by former elements of stridings, mercenaries, and desperate soldiers of many nations of the Empire, the striding has arisen from the mud of the field to seek a better life. Exactly what that better life is depends on the thorn asked, be it in loot, pleasure, drink, or a better future.&lt;br /&gt;
It was on the muddy, blood-drenched battlefields that the striding was formed, a collection of broken souls seeking vengeance, hope, glory, a future, or a fellow warrior to watch their backs. Many folk from all the corners of the Empire can be found in the striding of Tarw, be they once Varuskhan, Highborn, Dawnish or League: any Imperial without a home to call their own is welcome to travel with the striding as part of finding their place in the Dance.&lt;br /&gt;
More a Thornborn than a typical striding, the companions are unrelenting, and fierce in battle. Often the striding of Tarw take contracts to support their striding or other thorns economically, as they have no land with which to grow herbs, or gather resources, just sharpened blades and a will to wield them. A true striding, home is the open trod, unbound by the restrictions of house or hearth. The striding always looks to the future, forging their own path in the Dance no matter its bloody tune. When not on the field of battle, members of Tarw can be found seeking out work with the Iron Raptors, honing their skills, or chatting to their many extended friends or family across the Empire, building skilled networks of alliances, such as the Black Scar Thornborne, to reclaim lost Imperial territories&lt;br /&gt;
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===The Umbral Path===&lt;br /&gt;
The Umbral Path Striding is a secretive group with their origins in Dark Ranging in Brocéliande, where they have long fought to protect the Empire from the threat of Vallorn and barbarian alike with their mastery of Night magic and other tools.&lt;br /&gt;
Since the barbarian incursion into Elerael, The Striding has begun to more regularly range out across the Empire, spending time with all manner of citizens and learning what they can of all they encounter, whilst always maintaining a presence in Dark Rangings. The Striding rarely stay in one place long and often splinter into smaller groups in order to seek out anything that they feel will help them achieve their goals.&lt;br /&gt;
Members of this Striding are adept at blending into the crowd except when they choose to be seen and their presence at Anvil was first noticed in Anvil in Spring 380YE, as a new Empress was chosen.&lt;br /&gt;
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===Two Feet===&lt;br /&gt;
“So I left my hearth and home behind with naught but a knife and my own two feet.” - Filch Two Feet y83 imperial&lt;br /&gt;
No one is really sure how old the Two Feet Striding is. The exact circumstances of their founding have baffled curios historians throughout imperial history. Though surviving records first mention the striding some 3 centuries ago, the Two Feet themselves aren&#039;t much help on the subject. Though most agree on the time frame each branch of the striding seems to posses a radically different Tale of their origins, although recurring themes have been noted.&lt;br /&gt;
Uncertain origins aside, the Two feet have a solid reputation within the empire. Though some speak of their Loyalty to their friends, their canny trades and ruthless prowess on the battlefield. Its their songs that have truly put the striding on the map. Coupled with a talent for the brewing strong drink and an overall cheerful outlook on life the striding is a welcome sight wherever it may roam   &lt;br /&gt;
Another curios habit sets the Two feet apart from most other Striding’s is that they always return to their Steading’s to wait out the winter. Though not unheard of its the consistency with which the Two feet do so which sets them apart. Though some might accused them of being a “fair weather striding” this is rarely done to their faces. For the two feet count a &amp;quot;significant&amp;quot; number of thorns among their ranks.&lt;br /&gt;
Since the death of Britta, increasing numbers of the Two Feet have made their way to Anvil to further their ambitions and carve out a legacy the empire wont forget. &lt;br /&gt;
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===The White Foxes===&lt;br /&gt;
The White Foxes Striding do not draw their name from the most… ‘reputable’ of origins. Initially formed by the mercenary Crenshaw of Miaren in 377 YE, The White-Fox Renegades were a guerrilla mercenary unit led by Crenshaw on paid contracts all across the Empire and into the Iron Confederacy. Whilst not famous or prosperous by any degree, the unit was greedy, violent and loyal only to the string of their coin pouch.&lt;br /&gt;
This would change immensely, however, when Crenshaw recruited the mage Carwen in 379 YE, and visited Anvil for the first time in the year 380 YE. Assisted by this friendly young companion and introduced to so many fascinating people, the hardened mercenary heart of Crenshaw melted, and decided on the second day of the First Summit to redesign his unit into an established, respectable Striding.&lt;br /&gt;
The White Foxes Striding endeavours to aid the Navarri people and the wider Empire in any way they can- the group embrace all into their fold with a desire to better the lives of their fellow Imperial citizens, and they pride themselves on an upstanding, diplomatic reputation. Indeed, they hope to shape the Empire into forming closer bonds of fellowship through their example.&lt;br /&gt;
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===Y’Basden===&lt;br /&gt;
Y’Basden Striding traces its roots back to the earliest days of the Empire and was first established by three Navarr outcasts (The Three Thorns) who banded together out of a mutual and visceral dislike for each other and a desire to both ‘one up’ and profit from each other’s failures.&lt;br /&gt;
Their bond was later cemented by an event known as “The Battle of the Black Woods” - an incident where reputedly they destroyed (and looted) an entire raiding contingent of a hundred barbarians whilst outwitting a pursuing force of vallorn. Official Imperial records cast doubts around the stories of this alleged event.&lt;br /&gt;
The story drew like-minded citizens and the striding grew in relation to their reputation (or notoriety) throughout the Empire. It is not uncommon in bars for many tall tales to be told of The Three Thorns&#039; exploits with eternals or adventures across battlefields. It is assumed that most of these tales are allegorical in nature as many conflict with established Imperial historical records (or are simply too far-fetched to be believable).&lt;br /&gt;
In the intervening years, the direction of the striding went through many changes in both role, name, and attitude. These ranged from fringe outcasts to established traders, mercenary bands and even a period outside of Imperial territory… allegedly.&lt;br /&gt;
Y’Basden Striding was the eventual result. A disciplined fighting force led by a trio of leaders; The Wit, The Wisdom and The Brand in honour of the original Three Thorns. They consider themselves serving soldiers who will give anyone, including non-Navarr, a chance to travel with them awhile and they take pride in their ability to scout into dangerous, even vallorn, territory. Their reputation as an aggressive and effective fighting force on the battlefield has yet to be disproved. Visits to Anvil are considered opportunities for rest and relaxation and as a result they can seem a little less refined than the average Imperial citizen but tend to treat allies as firm family regardless of nation or circumstance.&lt;br /&gt;
The last decade has had them at the lead of insurgency actions in Liathaven where they have helped found the Black Scar Thornborn along with the support of other Liathaven stridings and steadings.&lt;br /&gt;
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===The Longest Path===&lt;br /&gt;
The Longest Path is a young striding originally created by Merionnen (Meri) the Bloody Huge, a Thorn now lost to the Black Plateau. He felt the Empire did not support the important task of walking the trods and defeating the Vallorn - primarily in Liathaven - and so formed a striding to pick up the slack. The name Longest Path refers to the following of any action for this long term, rather than any short term, victory and in theory this Striding would have no further purpose were Liathaven to be reclaimed for the Empire.&lt;br /&gt;
The striding is currently led by brand Travid, who has brought in countless new recruits who also believe in walking the more difficult path for the future payoff or who were looking for a purpose and found one with the Longest Path. The striding has become known as a hub of information and socialisation for all and regularly welcomes other nations during the Anvil summits in order to further its reach throughout the Empire in pursuit of its goals. It is also known for getting members into as many different positions as possible around the Empire. They are part of the Black Scar Thornborn.&lt;br /&gt;
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===Pathfinders===&lt;br /&gt;
A proud Striding, the Pathfinders lay claim to a heritage that reaches all the way back to Navarr &amp;amp; Thorn and the months following the fall of Terunael. Sprung from the village of Tywyn, in Brocéliande, the folk who would become the original Pathfinders were inspired by the lovers’ tale of courage in face of the newly born Vallorn; hope for the restoration of the lost empire; and their commitment to each other. It is a message the Pathfinders help to spread to every corner of the Empire to this day.&lt;br /&gt;
Time changes us all, and though the Pathfinders’ birthplace is in Brocéliande, the Striding has been happy to welcome citizens from across the Empire and beyond. Helping them take the Binding of Thorns, and with it the oaths that the original Pathfinders made so long ago. Today, many of the Striding hail from the South and Western Empire, with refugees from Liathaven and former Freeborn making up many of their number.&lt;br /&gt;
As you can imagine the Pathfinders are best known as skilled traders, alchemists, healers, artisans as well as, boasting a coven of powerful Winter Vates.  However, while by no means a Thornborn, the martial spirit of the Pathfinders should not be underestimated. Under the leadership of their current Brand, Valeska, the entire striding sold their farms, mines, and businesses to take up arms and recruit fighters to aid in the liberation of Liathaven. Always on the lookout for lost or badly maintained trods, Pathfinders will often be found volunteering to act as war scouts or stride at the vanguard of a campaign in search of the darkest paths and lost trods where others fear to tread.&lt;br /&gt;
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===The Roamer Striding===&lt;br /&gt;
A newly formed striding, bringing together those Navarr with a passion to destroy the Vallorn.  Created by an individual that travelled alone for many years, Loma the Roamer finally found his purpose.  Years of pushing back the Vallorn husks, and delving deeper and deeper into the Vallorn in Broceliande created an urge inside to do something meaningful with his life.  Spring magic bubbled within, forcing him to ignore his calling no more.  &lt;br /&gt;
Sloane was rescued from the Broch, a dangerous area surrounded by the Vallorn.  Her tenacity to keep the husks away from her farmlands and family was not enough, and left her alone, realising that only with numbers could her campaign to destroy the Vallorn be successful. &lt;br /&gt;
Alani is the latest addition to the striding, found deep within Broceliande, striving to find the heart of the Vallorn, or anything that could be used to explain it’s existence, and importantly its destruction.  Saved by the Roamer Striding and now with forces combined, the battle to end the ancient enemy is renewed once more. &lt;br /&gt;
Only the most fervent haters of the Vallorn will be invited to join this striding, and where these brave adventurers roam is definitely not for the faint hearted.&lt;br /&gt;
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===Umbral Path===&lt;br /&gt;
The Umbral Path Striding is a secretive group with their origins in Dark Ranging in Brocéliande, where they have long fought to protect the Empire from the threat of Vallorn and barbarian alike with their mastery of Night magic and other tools.&lt;br /&gt;
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Since the barbarian incursion into Elerael, The Striding has begun to more regularly range out across the Empire, spending time with all manner of citizens and learning what they can of all they encounter, whilst always maintaining a presence in Dark Rangings. The Striding rarely stay in one place long and often splinter into smaller groups in order to seek out anything that they feel will help them achieve their goals.&lt;br /&gt;
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Members of this Striding are adept at blending into the crowd except when they choose to be seen and their presence at Anvil was first noticed in Anvil in Spring 380YE, as a new Empress was chosen.&lt;br /&gt;
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==Steadings and Stridings in Play==&lt;br /&gt;
This list is by no means exhaustive; efforts are made to keep it up to date but due to the sheer amount of work involved the onus lies with the Navarr players to ensure the information is correct and current.&lt;br /&gt;
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The majority of steadings and stridings listed here represent player-character groups. It should go without saying that you should not create a character who is part of one of these groups, or has personal history with one of them, without first clearing it with the appropriate players. You should also check before including other players&#039; groups in your background. The background team are unlikely to approve a background that significantly impacts or involves another player character group without their permission.&lt;br /&gt;
&lt;br /&gt;
Included above are a handful of prominent NPC steadings and stridings - you may be able to create a character associated with one of these, but the situation will depend very much on your background and the group in question. It is unlikely that a player character will receive additional benefits for belonging to an NPC steading or striding, and may find their game limited - the leaders of these houses are likely to remain NPCs for example, and are unlikely to give player characters much attention.&lt;br /&gt;
[[Category:Navarr]]&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71076</id>
		<title>Navarr costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71076"/>
		<updated>2019-03-29T21:28:57Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: Undo revision 71066 by Alexswabey (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page aims to offer help in creating a [[Navarr]] costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Practicality is key- even the most settled Navarr will spend a good deal of their time in forests. So your typical Navarr wears trousers and tunics which are kept tight around the lower arms and legs to avoid catching on things. Clothes will have been worn and worn and mended and worn- but don&#039;t feel you need to look scrappy. Unhemmed fabric will fray quickly which is the opposite of what you want!&lt;br /&gt;
&lt;br /&gt;
Decoration of clothes and accessories is common but by no means essential- for someone on the move it means they can take art with them without adding weight to their pack. Thorn, leaf, and flower motifs are often found, as are other things you find in forests. Hair can be decorated with beads and feathers.&lt;br /&gt;
&lt;br /&gt;
The woodland and autumnal colour palette is very important for Navarr, bringing the nation&#039;s look together far more than anything else. Sticking to browns and greens for the most part is a good idea- smaller amounts of golds, creams and blood reds will also look good.&lt;br /&gt;
&lt;br /&gt;
Basically, can you run and sneak around a forest in it for days at a time without standing out like a sore thumb or getting caught in something? If so, it&#039;s good Navarr kit.&lt;br /&gt;
&lt;br /&gt;
Appropriate fabrics: Nothing shiny! Wool, linen, cotton (or synthetic substitutes that have the look) are all good- sticking to the colour palette is more important than what your clothes are made of. Furs and leathers are good too but they are difficult to wash for both you and your character so are less likely to be worn next to the skin. Plain colours that are then decorated or trimmed are more common than patterns but the Navarr are a resourceful people and their clothes are made of whatever they happened to buy in the market they were at that week, and that could be anywhere in the Empire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:DanBrackensong.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;&#039;&#039;A Navarr Thorn, armed and ready to fight&#039;&#039;&amp;lt;/sub&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==10 Quick Tips ==&lt;br /&gt;
* Woodland colours, even autumnal are the palette.&lt;br /&gt;
* Layers. A shirt with a tunic with some leather with a cloak will look epic with pouches and belts. But also remember you can take those layers off.&lt;br /&gt;
* Feathers and beads are cheap accessories that will make kit pop. (but avoid looking like a native American!)&lt;br /&gt;
* Belts and pouches, but don&#039;t go full webbing. Make sure you can use all those pouches too.&lt;br /&gt;
* Sew patches onto stuff.&lt;br /&gt;
* If it starts looking worn you won.&lt;br /&gt;
* See this article on [http://larp.guide/2015/05/tutorial-age-costume-pending-apocalypse/ LARP GUIDE] for tips on making things look dusty/lived-in.&lt;br /&gt;
* Remember tattoos matter. The moment someone sees them you are identified as navarr (or someone from another nation that needs skinning)&lt;br /&gt;
* Practical practical practical&lt;br /&gt;
* Remember not to feel disheartened looking at other people&#039;s kit and ask for advice from lots of people.&lt;br /&gt;
&amp;lt;!-- Text by John Haynes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making Guides and Examples==&lt;br /&gt;
Navarr costumes often use a lot of leather and (to a lesser extent) fur, which require some care and specialist knowledge to create at home. For those people who are unfamiliar with leather work, there are plenty of resources available on the internet.&lt;br /&gt;
&lt;br /&gt;
*[http://www.alleycatscratch.com/lotr/LeatherS.htm Alley Cat Scratch]&lt;br /&gt;
*[http://www.ehow.com/how_2038402_sew-leather-standard-sewing-machine.html eHow]&lt;br /&gt;
*[http://www.doityourself.com/stry/learn-how-to-sew-sewing-fur#b Do it Yourself]&lt;br /&gt;
&lt;br /&gt;
The garments will be simple, and can be based around t-tunics, with a fabric tunic as a base layer and a leather tunic with or without sleeves on top. Light, soft garment suede can generally be sewn on a regular sewing machine providing a stronger (leather specific) needle is used. These are generally available from most sewing and hobby retailers. In this way many of the instructions for making simple fabric items can be duplicated with lightweight leather, though remember leather does not fray like fabric so edges can be left &#039;as cut&#039; so check any allowances on patterns for hems and seams.&lt;br /&gt;
&lt;br /&gt;
The easiest way to machine sew light leather is to apply a thin line of general purpose glue along the intended stitch line of each piece, this holds them securely in place whilst running each section through your machine. It is recommended to test a small sample with your machine first.&lt;br /&gt;
Depending on the size of the hide used, for a rougher, more natural edge to a shirt or tunic the leather can be left uncut along the base or round the cuffs.&lt;br /&gt;
{{CaptionedImage|file=SoftLeatherShirt.jpg‎|width=250px}}&lt;br /&gt;
&lt;br /&gt;
*[http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_T_-_Tunic Making a T-Tunic]&lt;br /&gt;
&lt;br /&gt;
Leather or suede trousers are a staple of Navarr costumes and if care is taken to hide or remove modern belt loops, pockets and zips, leather &#039;jeans&#039; will be perfectly suitable. Trousers in suede, and brown or green would be preferable to shiny black leather if possible. Leather and fur coats can also be adapted by removing collars, sleeves and buttons to make a robe or waistcoat style coat. Skirts and loin cloths can be made by lacing or sewing a piece (or lots of small pieces) of leather, suede or fur to a belt which can then be buckled around the waist.&lt;br /&gt;
&lt;br /&gt;
Similarly old or damaged parts of existing soft leather costumes can be used to good effect by cutting away excess for a skirt or loin cloths, combining different items in a patchwork of repair to make a single servicable item or simply shredding them to provide cosmetic effect of repaired patches to existing kit.&lt;br /&gt;
{{CaptionedImage|file=Leatherskirt.jpg‎|width=200px}}&lt;br /&gt;
&lt;br /&gt;
Decorations will take the form of natural objects like feathers,gemstones, bones,  and beads made from  wood, stones, clay and shells, which are all readily available through craft shops and online. Leather lacing and  decorative stitching using leather thonging can be used in place of embroidery. Acrylic paint is excellent for decorating fabric and leather and is cheap and easy to use. Colours should reflect natural pigments where possible. &lt;br /&gt;
{{CaptionedImage|file=pigments.jpg‎|width=300px}}&lt;br /&gt;
&lt;br /&gt;
Overall, costumes for the Navarr should appear well used, comfortable and practical. Pieces of old costume can be gathered from friends and past characters, or found second hand in charity or vintage shops for a worn and pieced together look.&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick, hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.&lt;br /&gt;
&lt;br /&gt;
Existing suede jacks or lighter armour can be augmented with additional rigid leather plates either riveted or laced into place. Card templates may be overlaid to ensure sufficient clearance is left for existing buckles, lacing etc and are easily adjusted to provide a wide variety of patterns and combinations. Such templates can also ensure the most effective use of potentially expensive materials, minimising wastage and even enabling creative use of cheaper offcuts.&lt;br /&gt;
&lt;br /&gt;
Over a single breastplate a simple sleeveless waistcoat may be worn. Extending down to protect the thighs and split at the sides it can be left open at the front, held to the body with a simple belt. Whilst revealing the tougher armour underneath and maintaining flexibility around the waist, additional heavy leather plates or sections of chain can be riveted or laced in place to give further protection to the upper legs.&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
Navarr children will wear simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. For toddlers and babies, smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you&#039;ll get more than one year&#039;s use out of them. Small coifs, made as described above are great for keeping the sun off a baby&#039;s head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Navarr are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!&lt;br /&gt;
&lt;br /&gt;
When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they&#039;re the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.&lt;br /&gt;
&lt;br /&gt;
*[http://www.mathildegirlgenius.com/Documentation/KASF2006/InfantOutfit.pdf Information on clothes and swaddling for babies]&lt;br /&gt;
*[http://www.neheleniapatterns.com/english/mae1215.html Patterns for Medieval children&#039;s clothes]&lt;br /&gt;
*[http://www.revivalclothing.com/medievalchildrensclothing.aspx Revival Clothing&#039;s Premade items for children]&lt;br /&gt;
*[http://www.gambeson.pl/medieval-on-line-shop/medieval-clothing-for-kids.html Gambeson&#039;s Premade items for children]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suppliers==&lt;br /&gt;
===Armour===&lt;br /&gt;
* [https://www.facebook.com/TotallyLeathered Totally Leathered] [[Totally Leathered]] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
* [[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
*[http://www.darkbladeuk.co.uk/ARMOUR/c-1-70/ Darkblade] Leather armour and hoods (note that some of the leather armour on the general page is more appropriate than the nation specific armour. The leaf armour is not particularly good for Navarr)&lt;br /&gt;
&lt;br /&gt;
===Leather===&lt;br /&gt;
* [http://www.leprevo.co.uk/ Le Prevo] Leather, furs, leatherworking supplies and resources.&lt;br /&gt;
* [http://www.facebook.com/pages/Lyon-Leathers-Ltd/117579284934647?sk=photos_stream Lyon&#039;s Leathers] Wide range of leathers, suedes and buckles.&lt;br /&gt;
* [http://www.tandyleather.eu/en-gbp/home/home.aspx Tandy Leather Factory] Leather and leatherworking supplies.&lt;br /&gt;
&lt;br /&gt;
==Bibliography and resources==&lt;br /&gt;
&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71075</id>
		<title>Navarr costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71075"/>
		<updated>2019-03-29T21:28:34Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: Undo revision 71062 by Alexswabey (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page aims to offer help in creating a [[Navarr]] costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Practicality is key- even the most settled Navarr will spend a good deal of their time in forests. So your typical Navarr wears trousers and tunics which are kept tight around the lower arms and legs to avoid catching on things. Clothes will have been worn and worn and mended and worn- but don&#039;t feel you need to look scrappy. Unhemmed fabric will fray quickly which is the opposite of what you want!&lt;br /&gt;
&lt;br /&gt;
Decoration of clothes and accessories is common but by no means essential- for someone on the move it means they can take art with them without adding weight to their pack. Thorn, leaf, and flower motifs are often found, as are other things you find in forests. Hair can be decorated with beads and feathers.&lt;br /&gt;
&lt;br /&gt;
The woodland and autumnal colour palette is very important for Navarr, bringing the nation&#039;s look together far more than anything else. Sticking to browns and greens for the most part is a good idea- smaller amounts of golds, creams and blood reds will also look good.&lt;br /&gt;
&lt;br /&gt;
Basically, can you run and sneak around a forest in it for days at a time without standing out like a sore thumb or getting caught in something? If so, it&#039;s good Navarr kit.&lt;br /&gt;
&lt;br /&gt;
Appropriate fabrics: Nothing shiny! Wool, linen, cotton (or synthetic substitutes that have the look) are all good- sticking to the colour palette is more important than what your clothes are made of. Furs and leathers are good too but they are difficult to wash for both you and your character so are less likely to be worn next to the skin. Plain colours that are then decorated or trimmed are more common than patterns but the Navarr are a resourceful people and their clothes are made of whatever they happened to buy in the market they were at that week, and that could be anywhere in the Empire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:DanBrackensong.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;&#039;&#039;A Navarr Thorn, armed and ready to fight&#039;&#039;&amp;lt;/sub&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==10 Quick Tips ==&lt;br /&gt;
* Woodland colours, even autumnal are the palette.&lt;br /&gt;
* Layers. A shirt with a tunic with some leather with a cloak will look epic with pouches and belts. But also remember you can take those layers off.&lt;br /&gt;
* Feathers and beads are cheap accessories that will make kit pop. (but avoid looking like a native American!)&lt;br /&gt;
* Belts and pouches are practical and very popular, but try to avoid webbing. Make sure you can use all those pouches too.&lt;br /&gt;
* Sew patches onto stuff.&lt;br /&gt;
* If it starts looking worn you won.&lt;br /&gt;
* See this article on [http://larp.guide/2015/05/tutorial-age-costume-pending-apocalypse/ LARP GUIDE] for tips on making things look dusty/lived-in.&lt;br /&gt;
* Remember tattoos matter. The moment someone sees them you are identified as navarr (or someone from another nation that needs skinning)&lt;br /&gt;
* Practical practical practical&lt;br /&gt;
* Remember not to feel disheartened when looking at other people&#039;s kit. Feel free to ask advice - everybody remembers what it was like to be a new player.&lt;br /&gt;
&amp;lt;!-- Text by John Haynes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making Guides and Examples==&lt;br /&gt;
Navarr costumes often use a lot of leather and (to a lesser extent) fur, which require some care and specialist knowledge to create at home. For those people who are unfamiliar with leather work, there are plenty of resources available on the internet.&lt;br /&gt;
&lt;br /&gt;
*[http://www.alleycatscratch.com/lotr/LeatherS.htm Alley Cat Scratch]&lt;br /&gt;
*[http://www.ehow.com/how_2038402_sew-leather-standard-sewing-machine.html eHow]&lt;br /&gt;
*[http://www.doityourself.com/stry/learn-how-to-sew-sewing-fur#b Do it Yourself]&lt;br /&gt;
&lt;br /&gt;
The garments will be simple, and can be based around t-tunics, with a fabric tunic as a base layer and a leather tunic with or without sleeves on top. Light, soft garment suede can generally be sewn on a regular sewing machine providing a stronger (leather specific) needle is used. These are generally available from most sewing and hobby retailers. In this way many of the instructions for making simple fabric items can be duplicated with lightweight leather, though remember leather does not fray like fabric so edges can be left &#039;as cut&#039; so check any allowances on patterns for hems and seams.&lt;br /&gt;
&lt;br /&gt;
The easiest way to machine sew light leather is to apply a thin line of general purpose glue along the intended stitch line of each piece, this holds them securely in place whilst running each section through your machine. It is recommended to test a small sample with your machine first.&lt;br /&gt;
Depending on the size of the hide used, for a rougher, more natural edge to a shirt or tunic the leather can be left uncut along the base or round the cuffs.&lt;br /&gt;
{{CaptionedImage|file=SoftLeatherShirt.jpg‎|width=250px}}&lt;br /&gt;
&lt;br /&gt;
*[http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_T_-_Tunic Making a T-Tunic]&lt;br /&gt;
&lt;br /&gt;
Leather or suede trousers are a staple of Navarr costumes and if care is taken to hide or remove modern belt loops, pockets and zips, leather &#039;jeans&#039; will be perfectly suitable. Trousers in suede, and brown or green would be preferable to shiny black leather if possible. Leather and fur coats can also be adapted by removing collars, sleeves and buttons to make a robe or waistcoat style coat. Skirts and loin cloths can be made by lacing or sewing a piece (or lots of small pieces) of leather, suede or fur to a belt which can then be buckled around the waist.&lt;br /&gt;
&lt;br /&gt;
Similarly old or damaged parts of existing soft leather costumes can be used to good effect by cutting away excess for a skirt or loin cloths, combining different items in a patchwork of repair to make a single servicable item or simply shredding them to provide cosmetic effect of repaired patches to existing kit.&lt;br /&gt;
{{CaptionedImage|file=Leatherskirt.jpg‎|width=200px}}&lt;br /&gt;
&lt;br /&gt;
Decorations will take the form of natural objects like feathers,gemstones, bones,  and beads made from  wood, stones, clay and shells, which are all readily available through craft shops and online. Leather lacing and  decorative stitching using leather thonging can be used in place of embroidery. Acrylic paint is excellent for decorating fabric and leather and is cheap and easy to use. Colours should reflect natural pigments where possible. &lt;br /&gt;
{{CaptionedImage|file=pigments.jpg‎|width=300px}}&lt;br /&gt;
&lt;br /&gt;
Overall, costumes for the Navarr should appear well used, comfortable and practical. Pieces of old costume can be gathered from friends and past characters, or found second hand in charity or vintage shops for a worn and pieced together look.&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick, hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.&lt;br /&gt;
&lt;br /&gt;
Existing suede jacks or lighter armour can be augmented with additional rigid leather plates either riveted or laced into place. Card templates may be overlaid to ensure sufficient clearance is left for existing buckles, lacing etc and are easily adjusted to provide a wide variety of patterns and combinations. Such templates can also ensure the most effective use of potentially expensive materials, minimising wastage and even enabling creative use of cheaper offcuts.&lt;br /&gt;
&lt;br /&gt;
Over a single breastplate a simple sleeveless waistcoat may be worn. Extending down to protect the thighs and split at the sides it can be left open at the front, held to the body with a simple belt. Whilst revealing the tougher armour underneath and maintaining flexibility around the waist, additional heavy leather plates or sections of chain can be riveted or laced in place to give further protection to the upper legs.&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
Navarr children will wear simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. For toddlers and babies, smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you&#039;ll get more than one year&#039;s use out of them. Small coifs, made as described above are great for keeping the sun off a baby&#039;s head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Navarr are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!&lt;br /&gt;
&lt;br /&gt;
When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they&#039;re the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.&lt;br /&gt;
&lt;br /&gt;
*[http://www.mathildegirlgenius.com/Documentation/KASF2006/InfantOutfit.pdf Information on clothes and swaddling for babies]&lt;br /&gt;
*[http://www.neheleniapatterns.com/english/mae1215.html Patterns for Medieval children&#039;s clothes]&lt;br /&gt;
*[http://www.revivalclothing.com/medievalchildrensclothing.aspx Revival Clothing&#039;s Premade items for children]&lt;br /&gt;
*[http://www.gambeson.pl/medieval-on-line-shop/medieval-clothing-for-kids.html Gambeson&#039;s Premade items for children]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suppliers==&lt;br /&gt;
===Armour===&lt;br /&gt;
* [https://www.facebook.com/TotallyLeathered Totally Leathered] [[Totally Leathered]] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
* [[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
*[http://www.darkbladeuk.co.uk/ARMOUR/c-1-70/ Darkblade] Leather armour and hoods (note that some of the leather armour on the general page is more appropriate than the nation specific armour. The leaf armour is not particularly good for Navarr)&lt;br /&gt;
&lt;br /&gt;
===Leather===&lt;br /&gt;
* [http://www.leprevo.co.uk/ Le Prevo] Leather, furs, leatherworking supplies and resources.&lt;br /&gt;
* [http://www.facebook.com/pages/Lyon-Leathers-Ltd/117579284934647?sk=photos_stream Lyon&#039;s Leathers] Wide range of leathers, suedes and buckles.&lt;br /&gt;
* [http://www.tandyleather.eu/en-gbp/home/home.aspx Tandy Leather Factory] Leather and leatherworking supplies.&lt;br /&gt;
&lt;br /&gt;
==Bibliography and resources==&lt;br /&gt;
&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71067</id>
		<title>Navarr costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71067"/>
		<updated>2019-03-29T17:57:50Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Making Guides and Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page aims to offer help in creating a [[Navarr]] costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Practicality is a core value for the Navarr. Because they typically spend a great deal of time in the forest, it is rare to find Navarri wearing clothing that could snag or trip them up as they walk through tough terrain. A character might find themselves at the sharp end of some Navarri wit if their costume is excessively showy and expensive-looking. If on the other hand, one&#039;s clothing looks a decade old and extensively repaired, nobody will bat an eye.&lt;br /&gt;
&lt;br /&gt;
Decoration of clothes and accessories is common but not essential, especially for new characters. Decorative items are a good way to make a statement about the character, but they should not be a burden to carry. Thorn, leaf, and flower motifs are often found, as are any other things you might find in a forest. Bones, stones, feathers, leaves - if you can pick it up off the forest floor then it&#039;s suitable.&lt;br /&gt;
&lt;br /&gt;
The woodland and autumnal colour palette is very important for Navarr, bringing the nation&#039;s look together far more than anything else. Sticking to browns and greens for the most part is a good rule of thumb; smaller amounts of amber, cream and blood red are also common. Conversely, bright colours (including white) that other nations might use to draw attention to themselves are to be generally avoided, except as accents.&lt;br /&gt;
&lt;br /&gt;
If in doubt, ask yourself &amp;quot;would I go hunting in this?&amp;quot;. If you can walk through brambles without your sleeves, trousers and/or dress getting hopelessly snagged and torn, you&#039;re on the right track. And if you can hide from a bandit in the undergrowth, so much the better.&lt;br /&gt;
&lt;br /&gt;
Appropriate fabrics: Wool, linen, cotton (or synthetic substitutes that have the look) are all good - sticking to the colour palette is more important than what your clothes are made of. Furs and leathers are also good, but keep in mind that they might be difficult to wash for both you and your character. Plain colours that are then decorated or trimmed are more common than patterns but the Navarr are a resourceful people and their clothes are made of whatever they happened to buy in the market they were at that week, and that could be anywhere in the Empire. There&#039;s nothing wrong with standing out because you look good, as long as you&#039;re not sacrificing your mobility or your ability to get things done.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:DanBrackensong.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;&#039;&#039;A Navarr Thorn, armed and ready to fight&#039;&#039;&amp;lt;/sub&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==10 Quick Tips ==&lt;br /&gt;
* Woodland colours, even autumnal are the palette.&lt;br /&gt;
* Layers. A shirt with a tunic with some leather with a cloak will look epic with pouches and belts. But also remember you can take those layers off.&lt;br /&gt;
* Feathers and beads are cheap accessories that will make kit pop. (but avoid looking like a native American!)&lt;br /&gt;
* Belts and pouches are practical and very popular, but try to avoid webbing. Make sure you can use all those pouches too.&lt;br /&gt;
* Sew patches onto stuff.&lt;br /&gt;
* If it starts looking worn you won.&lt;br /&gt;
* See this article on [http://larp.guide/2015/05/tutorial-age-costume-pending-apocalypse/ LARP GUIDE] for tips on making things look dusty/lived-in.&lt;br /&gt;
* Remember tattoos matter. The moment someone sees them you are identified as navarr (or someone from another nation that needs skinning)&lt;br /&gt;
* Practical practical practical&lt;br /&gt;
* Remember not to feel disheartened when looking at other people&#039;s kit. Feel free to ask advice - everybody remembers what it was like to be a new player.&lt;br /&gt;
&amp;lt;!-- Text by John Haynes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making Guides and Examples==&lt;br /&gt;
Navarr costumes often use a lot of leather and (to a lesser extent) fur, which require some care and specialist knowledge to create at home. For those people who are unfamiliar with leather work, there are plenty of resources available on the internet.&lt;br /&gt;
&lt;br /&gt;
*[http://www.alleycatscratch.com/lotr/LeatherS.htm Alley Cat Scratch]&lt;br /&gt;
*[http://www.ehow.com/how_2038402_sew-leather-standard-sewing-machine.html eHow]&lt;br /&gt;
*[http://www.doityourself.com/stry/learn-how-to-sew-sewing-fur#b Do it Yourself]&lt;br /&gt;
&lt;br /&gt;
The garments will be simple, and can be based around t-tunics, with a fabric tunic as a base layer and a leather tunic with or without sleeves on top. Light, soft garment suede can generally be sewn on a regular sewing machine providing a stronger (leather specific) needle is used. These are generally available from most sewing and hobby retailers. In this way many of the instructions for making simple fabric items can be duplicated with lightweight leather, though remember leather does not fray like fabric so edges can be left &#039;as cut&#039; so check any allowances on patterns for hems and seams.&lt;br /&gt;
&lt;br /&gt;
The easiest way to machine sew light leather is to apply a thin line of general purpose glue along the intended stitch line of each piece, this holds them securely in place whilst running each section through your machine. It is recommended to test a small sample with your machine first.&lt;br /&gt;
Depending on the size of the hide used, for a rougher, more natural edge to a shirt or tunic the leather can be left uncut along the base or round the cuffs.&lt;br /&gt;
{{CaptionedImage|file=SoftLeatherShirt.jpg‎|width=250px}}&lt;br /&gt;
&lt;br /&gt;
*[http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_T_-_Tunic Making a T-Tunic]&lt;br /&gt;
&lt;br /&gt;
Leather or suede trousers are a staple of Navarr costumes and if care is taken to hide or remove modern belt loops, pockets and zips, leather &#039;jeans&#039; will be perfectly suitable. Trousers in suede, and brown or green would be preferable to shiny black leather if possible. Leather and fur coats can also be adapted by removing collars, sleeves and buttons to make a robe or waistcoat style coat. Skirts and loin cloths can be made by lacing or sewing a piece (or lots of small pieces) of leather, suede or fur to a belt which can then be buckled around the waist.&lt;br /&gt;
&lt;br /&gt;
Similarly old or damaged parts of existing soft leather costumes can be used to good effect by cutting away excess for a skirt or loin cloths, combining different items in a patchwork of repair to make a single servicable item or simply shredding them to provide cosmetic effect of repaired patches to existing kit.&lt;br /&gt;
{{CaptionedImage|file=Leatherskirt.jpg‎|width=200px}}&lt;br /&gt;
&lt;br /&gt;
Decorations will take the form of natural objects like feathers,gemstones, bones,  and beads made from  wood, stones, clay and shells, which are all readily available through craft shops and online. Leather lacing and  decorative stitching using leather thonging can be used in place of embroidery. Acrylic paint is excellent for decorating fabric and leather and is cheap and easy to use. Colours should reflect natural pigments where possible. &lt;br /&gt;
{{CaptionedImage|file=pigments.jpg‎|width=300px}}&lt;br /&gt;
&lt;br /&gt;
Overall, costumes for the Navarr should appear well used, comfortable and practical. Pieces of old costume can be gathered from friends and past characters, or found second hand in charity or vintage shops for a worn and pieced together look.&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick, hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.&lt;br /&gt;
&lt;br /&gt;
Existing suede jacks or lighter armour can be augmented with additional rigid leather plates either riveted or laced into place. Card templates may be overlaid to ensure sufficient clearance is left for existing buckles, lacing etc and are easily adjusted to provide a wide variety of patterns and combinations. Such templates can also ensure the most effective use of potentially expensive materials, minimising wastage and even enabling creative use of cheaper offcuts.&lt;br /&gt;
&lt;br /&gt;
Over a single breastplate a simple sleeveless waistcoat may be worn. Extending down to protect the thighs and split at the sides it can be left open at the front, held to the body with a simple belt. Whilst revealing the tougher armour underneath and maintaining flexibility around the waist, additional heavy leather plates or sections of chain can be riveted or laced in place to give further protection to the upper legs.&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
Navarr children will wear simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. For toddlers and babies, smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you&#039;ll get more than one year&#039;s use out of them. Small coifs, made as described above are great for keeping the sun off a baby&#039;s head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Navarr are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!&lt;br /&gt;
&lt;br /&gt;
When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they&#039;re the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.&lt;br /&gt;
&lt;br /&gt;
*[http://www.mathildegirlgenius.com/Documentation/KASF2006/InfantOutfit.pdf Information on clothes and swaddling for babies]&lt;br /&gt;
*[http://www.neheleniapatterns.com/english/mae1215.html Patterns for Medieval children&#039;s clothes]&lt;br /&gt;
*[http://www.revivalclothing.com/medievalchildrensclothing.aspx Revival Clothing&#039;s Premade items for children]&lt;br /&gt;
*[http://www.gambeson.pl/medieval-on-line-shop/medieval-clothing-for-kids.html Gambeson&#039;s Premade items for children]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suppliers==&lt;br /&gt;
===Armour===&lt;br /&gt;
* [https://www.facebook.com/TotallyLeathered Totally Leathered] [[Totally Leathered]] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
* [[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
*[http://www.darkbladeuk.co.uk/ARMOUR/c-1-70/ Darkblade] Leather armour and hoods (note that some of the leather armour on the general page is more appropriate than the nation specific armour. The leaf armour is not particularly good for Navarr)&lt;br /&gt;
&lt;br /&gt;
===Leather===&lt;br /&gt;
* [http://www.leprevo.co.uk/ Le Prevo] Leather, furs, leatherworking supplies and resources.&lt;br /&gt;
* [http://www.facebook.com/pages/Lyon-Leathers-Ltd/117579284934647?sk=photos_stream Lyon&#039;s Leathers] Wide range of leathers, suedes and buckles.&lt;br /&gt;
* [http://www.tandyleather.eu/en-gbp/home/home.aspx Tandy Leather Factory] Leather and leatherworking supplies.&lt;br /&gt;
&lt;br /&gt;
==Bibliography and resources==&lt;br /&gt;
&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71066</id>
		<title>Navarr costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71066"/>
		<updated>2019-03-29T17:54:54Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* 10 Quick Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page aims to offer help in creating a [[Navarr]] costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Practicality is a core value for the Navarr. Because they typically spend a great deal of time in the forest, it is rare to find Navarri wearing clothing that could snag or trip them up as they walk through tough terrain. A character might find themselves at the sharp end of some Navarri wit if their costume is excessively showy and expensive-looking. If on the other hand, one&#039;s clothing looks a decade old and extensively repaired, nobody will bat an eye.&lt;br /&gt;
&lt;br /&gt;
Decoration of clothes and accessories is common but not essential, especially for new characters. Decorative items are a good way to make a statement about the character, but they should not be a burden to carry. Thorn, leaf, and flower motifs are often found, as are any other things you might find in a forest. Bones, stones, feathers, leaves - if you can pick it up off the forest floor then it&#039;s suitable.&lt;br /&gt;
&lt;br /&gt;
The woodland and autumnal colour palette is very important for Navarr, bringing the nation&#039;s look together far more than anything else. Sticking to browns and greens for the most part is a good rule of thumb; smaller amounts of amber, cream and blood red are also common. Conversely, bright colours (including white) that other nations might use to draw attention to themselves are to be generally avoided, except as accents.&lt;br /&gt;
&lt;br /&gt;
If in doubt, ask yourself &amp;quot;would I go hunting in this?&amp;quot;. If you can walk through brambles without your sleeves, trousers and/or dress getting hopelessly snagged and torn, you&#039;re on the right track. And if you can hide from a bandit in the undergrowth, so much the better.&lt;br /&gt;
&lt;br /&gt;
Appropriate fabrics: Wool, linen, cotton (or synthetic substitutes that have the look) are all good - sticking to the colour palette is more important than what your clothes are made of. Furs and leathers are also good, but keep in mind that they might be difficult to wash for both you and your character. Plain colours that are then decorated or trimmed are more common than patterns but the Navarr are a resourceful people and their clothes are made of whatever they happened to buy in the market they were at that week, and that could be anywhere in the Empire. There&#039;s nothing wrong with standing out because you look good, as long as you&#039;re not sacrificing your mobility or your ability to get things done.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:DanBrackensong.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;&#039;&#039;A Navarr Thorn, armed and ready to fight&#039;&#039;&amp;lt;/sub&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==10 Quick Tips ==&lt;br /&gt;
* Woodland colours, even autumnal are the palette.&lt;br /&gt;
* Layers. A shirt with a tunic with some leather with a cloak will look epic with pouches and belts. But also remember you can take those layers off.&lt;br /&gt;
* Feathers and beads are cheap accessories that will make kit pop. (but avoid looking like a native American!)&lt;br /&gt;
* Belts and pouches are practical and very popular, but try to avoid webbing. Make sure you can use all those pouches too.&lt;br /&gt;
* Sew patches onto stuff.&lt;br /&gt;
* If it starts looking worn you won.&lt;br /&gt;
* See this article on [http://larp.guide/2015/05/tutorial-age-costume-pending-apocalypse/ LARP GUIDE] for tips on making things look dusty/lived-in.&lt;br /&gt;
* Remember tattoos matter. The moment someone sees them you are identified as navarr (or someone from another nation that needs skinning)&lt;br /&gt;
* Practical practical practical&lt;br /&gt;
* Remember not to feel disheartened when looking at other people&#039;s kit. Feel free to ask advice - everybody remembers what it was like to be a new player.&lt;br /&gt;
&amp;lt;!-- Text by John Haynes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making Guides and Examples==&lt;br /&gt;
Navarr costumes, being mostly leather and fur, require some care and specialist knowledge to create at home. For those people who are unfamiliar with leather work, there are plenty of resources available on the internet.&lt;br /&gt;
&lt;br /&gt;
*[http://www.alleycatscratch.com/lotr/LeatherS.htm Alley Cat Scratch]&lt;br /&gt;
*[http://www.ehow.com/how_2038402_sew-leather-standard-sewing-machine.html eHow]&lt;br /&gt;
*[http://www.doityourself.com/stry/learn-how-to-sew-sewing-fur#b Do it Yourself]&lt;br /&gt;
&lt;br /&gt;
The garments will be simple, and can be based around t-tunics, with a fabric tunic as a base layer and a leather tunic with or without sleeves on top. Light, soft garment suede can generally be sewn on a regular sewing machine providing a stronger (leather specific) needle is used. These are generally available from most sewing and hobby retailers. In this way many of the instructions for making simple fabric items can be duplicated with lightweight leather, though remember leather does not fray like fabric so edges can be left &#039;as cut&#039; so check any allowances on patterns for hems and seams.&lt;br /&gt;
&lt;br /&gt;
The easiest way to machine sew light leather is to apply a thin line of general purpose glue along the intended stitch line of each piece, this holds them securely in place whilst running each section through your machine. It is recommended to test a small sample with your machine first.&lt;br /&gt;
Depending on the size of the hide used, for a rougher, more natural edge to a shirt or tunic the leather can be left uncut along the base or round the cuffs.&lt;br /&gt;
{{CaptionedImage|file=SoftLeatherShirt.jpg‎|width=250px}}&lt;br /&gt;
&lt;br /&gt;
*[http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_T_-_Tunic Making a T-Tunic]&lt;br /&gt;
&lt;br /&gt;
Leather or suede trousers are a staple of Navarr costumes and if care is taken to hide or remove modern belt loops, pockets and zips, leather &#039;jeans&#039; will be perfectly suitable. Trousers in suede, and brown or green would be preferable to shiny black leather if possible. Leather and fur coats can also be adapted by removing collars, sleeves and buttons to make a robe or waistcoat style coat. Skirts and loin cloths can be made by lacing or sewing a piece (or lots of small pieces) of leather, suede or fur to a belt which can then be buckled around the waist.&lt;br /&gt;
&lt;br /&gt;
Similarly old or damaged parts of existing soft leather costumes can be used to good effect by cutting away excess for a skirt or loin cloths, combining different items in a patchwork of repair to make a single servicable item or simply shredding them to provide cosmetic effect of repaired patches to existing kit.&lt;br /&gt;
{{CaptionedImage|file=Leatherskirt.jpg‎|width=200px}}&lt;br /&gt;
&lt;br /&gt;
Decorations will take the form of natural objects like feathers,gemstones, bones,  and beads made from  wood, stones, clay and shells, which are all readily available through craft shops and online. Leather lacing and  decorative stitching using leather thonging can be used in place of embroidery. Acrylic paint is excellent for decorating fabric and leather and is cheap and easy to use. Colours should reflect natural pigments where possible. &lt;br /&gt;
{{CaptionedImage|file=pigments.jpg‎|width=300px}}&lt;br /&gt;
&lt;br /&gt;
Overall, costumes for the Navarr should appear well used, comfortable and practical. Pieces of old costume can be gathered from friends and past characters, or found second hand in charity or vintage shops for a worn and pieced together look.&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.&lt;br /&gt;
&lt;br /&gt;
Existing suede jacks or lighter armour can be augmented with additional rigid leather plates either riveted or laced into place. Card templates may be overlaid to ensure sufficient clearance is left for existing buckles, lacing etc and are easily adjusted to provide a wide variety of patterns and combinations. Such templates can also ensure the most effective use of potentially expensive materials, minimising wastage and even enabling creative use of cheaper offcuts.&lt;br /&gt;
&lt;br /&gt;
Over a single breastplate a simple sleeveless waistcoat may be worn. Extending down to protect the thighs and split at the sides it can be left open at the front, held to the body with a simple belt. Whilst revealing the tougher armour underneath and maintaining flexibility around the waist, additional heavy leather plates or sections of chain can be riveted or laced in place to give further protection to the upper legs.&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
Navarr children will wear simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. For toddlers and babies, smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you&#039;ll get more than one year&#039;s use out of them. Small coifs, made as described above are great for keeping the sun off a baby&#039;s head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Navarr are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!&lt;br /&gt;
&lt;br /&gt;
When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they&#039;re the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.&lt;br /&gt;
&lt;br /&gt;
*[http://www.mathildegirlgenius.com/Documentation/KASF2006/InfantOutfit.pdf Information on clothes and swaddling for babies]&lt;br /&gt;
*[http://www.neheleniapatterns.com/english/mae1215.html Patterns for Medieval children&#039;s clothes]&lt;br /&gt;
*[http://www.revivalclothing.com/medievalchildrensclothing.aspx Revival Clothing&#039;s Premade items for children]&lt;br /&gt;
*[http://www.gambeson.pl/medieval-on-line-shop/medieval-clothing-for-kids.html Gambeson&#039;s Premade items for children]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suppliers==&lt;br /&gt;
===Armour===&lt;br /&gt;
* [https://www.facebook.com/TotallyLeathered Totally Leathered] [[Totally Leathered]] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
* [[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
*[http://www.darkbladeuk.co.uk/ARMOUR/c-1-70/ Darkblade] Leather armour and hoods (note that some of the leather armour on the general page is more appropriate than the nation specific armour. The leaf armour is not particularly good for Navarr)&lt;br /&gt;
&lt;br /&gt;
===Leather===&lt;br /&gt;
* [http://www.leprevo.co.uk/ Le Prevo] Leather, furs, leatherworking supplies and resources.&lt;br /&gt;
* [http://www.facebook.com/pages/Lyon-Leathers-Ltd/117579284934647?sk=photos_stream Lyon&#039;s Leathers] Wide range of leathers, suedes and buckles.&lt;br /&gt;
* [http://www.tandyleather.eu/en-gbp/home/home.aspx Tandy Leather Factory] Leather and leatherworking supplies.&lt;br /&gt;
&lt;br /&gt;
==Bibliography and resources==&lt;br /&gt;
&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71065</id>
		<title>Navarr costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71065"/>
		<updated>2019-03-29T17:48:41Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page aims to offer help in creating a [[Navarr]] costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Practicality is a core value for the Navarr. Because they typically spend a great deal of time in the forest, it is rare to find Navarri wearing clothing that could snag or trip them up as they walk through tough terrain. A character might find themselves at the sharp end of some Navarri wit if their costume is excessively showy and expensive-looking. If on the other hand, one&#039;s clothing looks a decade old and extensively repaired, nobody will bat an eye.&lt;br /&gt;
&lt;br /&gt;
Decoration of clothes and accessories is common but not essential, especially for new characters. Decorative items are a good way to make a statement about the character, but they should not be a burden to carry. Thorn, leaf, and flower motifs are often found, as are any other things you might find in a forest. Bones, stones, feathers, leaves - if you can pick it up off the forest floor then it&#039;s suitable.&lt;br /&gt;
&lt;br /&gt;
The woodland and autumnal colour palette is very important for Navarr, bringing the nation&#039;s look together far more than anything else. Sticking to browns and greens for the most part is a good rule of thumb; smaller amounts of amber, cream and blood red are also common. Conversely, bright colours (including white) that other nations might use to draw attention to themselves are to be generally avoided, except as accents.&lt;br /&gt;
&lt;br /&gt;
If in doubt, ask yourself &amp;quot;would I go hunting in this?&amp;quot;. If you can walk through brambles without your sleeves, trousers and/or dress getting hopelessly snagged and torn, you&#039;re on the right track. And if you can hide from a bandit in the undergrowth, so much the better.&lt;br /&gt;
&lt;br /&gt;
Appropriate fabrics: Wool, linen, cotton (or synthetic substitutes that have the look) are all good - sticking to the colour palette is more important than what your clothes are made of. Furs and leathers are also good, but keep in mind that they might be difficult to wash for both you and your character. Plain colours that are then decorated or trimmed are more common than patterns but the Navarr are a resourceful people and their clothes are made of whatever they happened to buy in the market they were at that week, and that could be anywhere in the Empire. There&#039;s nothing wrong with standing out because you look good, as long as you&#039;re not sacrificing your mobility or your ability to get things done.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:DanBrackensong.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;&#039;&#039;A Navarr Thorn, armed and ready to fight&#039;&#039;&amp;lt;/sub&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==10 Quick Tips ==&lt;br /&gt;
* Woodland colours, even autumnal are the palette.&lt;br /&gt;
* Layers. A shirt with a tunic with some leather with a cloak will look epic with pouches and belts. But also remember you can take those layers off.&lt;br /&gt;
* Feathers and beads are cheap accessories that will make kit pop. (but avoid looking like a native American!)&lt;br /&gt;
* Belts and pouches, but don&#039;t go full webbing. Make sure you can use all those pouches too.&lt;br /&gt;
* Sew patches onto stuff.&lt;br /&gt;
* If it starts looking worn you won.&lt;br /&gt;
* See this article on [http://larp.guide/2015/05/tutorial-age-costume-pending-apocalypse/ LARP GUIDE] for tips on making things look dusty/lived-in.&lt;br /&gt;
* Remember tattoos matter. The moment someone sees them you are identified as navarr (or someone from another nation that needs skinning)&lt;br /&gt;
* Practical practical practical&lt;br /&gt;
* Remember not to feel disheartened looking at other people&#039;s kit and ask for advice from lots of people.&lt;br /&gt;
&amp;lt;!-- Text by John Haynes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making Guides and Examples==&lt;br /&gt;
Navarr costumes, being mostly leather and fur, require some care and specialist knowledge to create at home. For those people who are unfamiliar with leather work, there are plenty of resources available on the internet.&lt;br /&gt;
&lt;br /&gt;
*[http://www.alleycatscratch.com/lotr/LeatherS.htm Alley Cat Scratch]&lt;br /&gt;
*[http://www.ehow.com/how_2038402_sew-leather-standard-sewing-machine.html eHow]&lt;br /&gt;
*[http://www.doityourself.com/stry/learn-how-to-sew-sewing-fur#b Do it Yourself]&lt;br /&gt;
&lt;br /&gt;
The garments will be simple, and can be based around t-tunics, with a fabric tunic as a base layer and a leather tunic with or without sleeves on top. Light, soft garment suede can generally be sewn on a regular sewing machine providing a stronger (leather specific) needle is used. These are generally available from most sewing and hobby retailers. In this way many of the instructions for making simple fabric items can be duplicated with lightweight leather, though remember leather does not fray like fabric so edges can be left &#039;as cut&#039; so check any allowances on patterns for hems and seams.&lt;br /&gt;
&lt;br /&gt;
The easiest way to machine sew light leather is to apply a thin line of general purpose glue along the intended stitch line of each piece, this holds them securely in place whilst running each section through your machine. It is recommended to test a small sample with your machine first.&lt;br /&gt;
Depending on the size of the hide used, for a rougher, more natural edge to a shirt or tunic the leather can be left uncut along the base or round the cuffs.&lt;br /&gt;
{{CaptionedImage|file=SoftLeatherShirt.jpg‎|width=250px}}&lt;br /&gt;
&lt;br /&gt;
*[http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_T_-_Tunic Making a T-Tunic]&lt;br /&gt;
&lt;br /&gt;
Leather or suede trousers are a staple of Navarr costumes and if care is taken to hide or remove modern belt loops, pockets and zips, leather &#039;jeans&#039; will be perfectly suitable. Trousers in suede, and brown or green would be preferable to shiny black leather if possible. Leather and fur coats can also be adapted by removing collars, sleeves and buttons to make a robe or waistcoat style coat. Skirts and loin cloths can be made by lacing or sewing a piece (or lots of small pieces) of leather, suede or fur to a belt which can then be buckled around the waist.&lt;br /&gt;
&lt;br /&gt;
Similarly old or damaged parts of existing soft leather costumes can be used to good effect by cutting away excess for a skirt or loin cloths, combining different items in a patchwork of repair to make a single servicable item or simply shredding them to provide cosmetic effect of repaired patches to existing kit.&lt;br /&gt;
{{CaptionedImage|file=Leatherskirt.jpg‎|width=200px}}&lt;br /&gt;
&lt;br /&gt;
Decorations will take the form of natural objects like feathers,gemstones, bones,  and beads made from  wood, stones, clay and shells, which are all readily available through craft shops and online. Leather lacing and  decorative stitching using leather thonging can be used in place of embroidery. Acrylic paint is excellent for decorating fabric and leather and is cheap and easy to use. Colours should reflect natural pigments where possible. &lt;br /&gt;
{{CaptionedImage|file=pigments.jpg‎|width=300px}}&lt;br /&gt;
&lt;br /&gt;
Overall, costumes for the Navarr should appear well used, comfortable and practical. Pieces of old costume can be gathered from friends and past characters, or found second hand in charity or vintage shops for a worn and pieced together look.&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.&lt;br /&gt;
&lt;br /&gt;
Existing suede jacks or lighter armour can be augmented with additional rigid leather plates either riveted or laced into place. Card templates may be overlaid to ensure sufficient clearance is left for existing buckles, lacing etc and are easily adjusted to provide a wide variety of patterns and combinations. Such templates can also ensure the most effective use of potentially expensive materials, minimising wastage and even enabling creative use of cheaper offcuts.&lt;br /&gt;
&lt;br /&gt;
Over a single breastplate a simple sleeveless waistcoat may be worn. Extending down to protect the thighs and split at the sides it can be left open at the front, held to the body with a simple belt. Whilst revealing the tougher armour underneath and maintaining flexibility around the waist, additional heavy leather plates or sections of chain can be riveted or laced in place to give further protection to the upper legs.&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
Navarr children will wear simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. For toddlers and babies, smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you&#039;ll get more than one year&#039;s use out of them. Small coifs, made as described above are great for keeping the sun off a baby&#039;s head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Navarr are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!&lt;br /&gt;
&lt;br /&gt;
When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they&#039;re the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.&lt;br /&gt;
&lt;br /&gt;
*[http://www.mathildegirlgenius.com/Documentation/KASF2006/InfantOutfit.pdf Information on clothes and swaddling for babies]&lt;br /&gt;
*[http://www.neheleniapatterns.com/english/mae1215.html Patterns for Medieval children&#039;s clothes]&lt;br /&gt;
*[http://www.revivalclothing.com/medievalchildrensclothing.aspx Revival Clothing&#039;s Premade items for children]&lt;br /&gt;
*[http://www.gambeson.pl/medieval-on-line-shop/medieval-clothing-for-kids.html Gambeson&#039;s Premade items for children]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suppliers==&lt;br /&gt;
===Armour===&lt;br /&gt;
* [https://www.facebook.com/TotallyLeathered Totally Leathered] [[Totally Leathered]] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
* [[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
*[http://www.darkbladeuk.co.uk/ARMOUR/c-1-70/ Darkblade] Leather armour and hoods (note that some of the leather armour on the general page is more appropriate than the nation specific armour. The leaf armour is not particularly good for Navarr)&lt;br /&gt;
&lt;br /&gt;
===Leather===&lt;br /&gt;
* [http://www.leprevo.co.uk/ Le Prevo] Leather, furs, leatherworking supplies and resources.&lt;br /&gt;
* [http://www.facebook.com/pages/Lyon-Leathers-Ltd/117579284934647?sk=photos_stream Lyon&#039;s Leathers] Wide range of leathers, suedes and buckles.&lt;br /&gt;
* [http://www.tandyleather.eu/en-gbp/home/home.aspx Tandy Leather Factory] Leather and leatherworking supplies.&lt;br /&gt;
&lt;br /&gt;
==Bibliography and resources==&lt;br /&gt;
&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71064</id>
		<title>Navarr costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71064"/>
		<updated>2019-03-29T17:46:26Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page aims to offer help in creating a [[Navarr]] costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Practicality is a core value for the Navarr. Because they typically spend a great deal of time in the forest, it is rare to find Navarri wearing clothing that could snag or trip them up as they walk through tough terrain. A character might find themselves at the sharp end of some Navarri wit if their costume is excessively showy and expensive-looking. If on the other hand, one&#039;s clothing looks a decade old and extensively repaired, nobody will bat an eye.&lt;br /&gt;
&lt;br /&gt;
Decoration of clothes and accessories is common but not essential, especially for new characters. Decorative items are a good way to make a statement about the character, but they should not be a burden to carry. Thorn, leaf, and flower motifs are often found, as are any other things you might find in a forest. Bones, stones, feathers, leaves - if you can pick it up off the forest floor then it&#039;s suitable.&lt;br /&gt;
&lt;br /&gt;
The woodland and autumnal colour palette is very important for Navarr, bringing the nation&#039;s look together far more than anything else. Sticking to browns and greens for the most part is a good rule of thumb; smaller amounts of amber, cream and blood red are also common. Conversely, bright colours (including white) that other nations might use to draw attention to themselves are to be generally avoided, except as accents.&lt;br /&gt;
&lt;br /&gt;
If in doubt, ask yourself &amp;quot;would I go hunting in this?&amp;quot;. If you can walk through brambles without your sleeves, trousers and/or dress getting hopelessly snagged and torn, you&#039;re on the right track. And if you can hide from a bandit in the undergrowth, so much the better.&lt;br /&gt;
&lt;br /&gt;
Appropriate fabrics: Wool, linen, cotton (or synthetic substitutes that have the look) are all good - sticking to the colour palette is more important than what your clothes are made of. Furs and leathers are also good, but keep in mind that they might be difficult to wash for both you and your character. Plain colours that are then decorated or trimmed are more common than patterns but the Navarr are a resourceful people and their clothes are made of whatever they happened to buy in the market they were at that week, and that could be anywhere in the Empire. There&#039;s nothing wrong with standing out because you look good, as long as you&#039;re not sacrificing your mobility or your ability to get things done.&lt;br /&gt;
&lt;br /&gt;
[[File:DanBrackensong.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;&#039;&#039;A Navarr Thorn, armed and ready to fight&#039;&#039;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==10 Quick Tips ==&lt;br /&gt;
* Woodland colours, even autumnal are the palette.&lt;br /&gt;
* Layers. A shirt with a tunic with some leather with a cloak will look epic with pouches and belts. But also remember you can take those layers off.&lt;br /&gt;
* Feathers and beads are cheap accessories that will make kit pop. (but avoid looking like a native American!)&lt;br /&gt;
* Belts and pouches, but don&#039;t go full webbing. Make sure you can use all those pouches too.&lt;br /&gt;
* Sew patches onto stuff.&lt;br /&gt;
* If it starts looking worn you won.&lt;br /&gt;
* See this article on [http://larp.guide/2015/05/tutorial-age-costume-pending-apocalypse/ LARP GUIDE] for tips on making things look dusty/lived-in.&lt;br /&gt;
* Remember tattoos matter. The moment someone sees them you are identified as navarr (or someone from another nation that needs skinning)&lt;br /&gt;
* Practical practical practical&lt;br /&gt;
* Remember not to feel disheartened looking at other people&#039;s kit and ask for advice from lots of people.&lt;br /&gt;
&amp;lt;!-- Text by John Haynes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making Guides and Examples==&lt;br /&gt;
Navarr costumes, being mostly leather and fur, require some care and specialist knowledge to create at home. For those people who are unfamiliar with leather work, there are plenty of resources available on the internet.&lt;br /&gt;
&lt;br /&gt;
*[http://www.alleycatscratch.com/lotr/LeatherS.htm Alley Cat Scratch]&lt;br /&gt;
*[http://www.ehow.com/how_2038402_sew-leather-standard-sewing-machine.html eHow]&lt;br /&gt;
*[http://www.doityourself.com/stry/learn-how-to-sew-sewing-fur#b Do it Yourself]&lt;br /&gt;
&lt;br /&gt;
The garments will be simple, and can be based around t-tunics, with a fabric tunic as a base layer and a leather tunic with or without sleeves on top. Light, soft garment suede can generally be sewn on a regular sewing machine providing a stronger (leather specific) needle is used. These are generally available from most sewing and hobby retailers. In this way many of the instructions for making simple fabric items can be duplicated with lightweight leather, though remember leather does not fray like fabric so edges can be left &#039;as cut&#039; so check any allowances on patterns for hems and seams.&lt;br /&gt;
&lt;br /&gt;
The easiest way to machine sew light leather is to apply a thin line of general purpose glue along the intended stitch line of each piece, this holds them securely in place whilst running each section through your machine. It is recommended to test a small sample with your machine first.&lt;br /&gt;
Depending on the size of the hide used, for a rougher, more natural edge to a shirt or tunic the leather can be left uncut along the base or round the cuffs.&lt;br /&gt;
{{CaptionedImage|file=SoftLeatherShirt.jpg‎|width=250px}}&lt;br /&gt;
&lt;br /&gt;
*[http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_T_-_Tunic Making a T-Tunic]&lt;br /&gt;
&lt;br /&gt;
Leather or suede trousers are a staple of Navarr costumes and if care is taken to hide or remove modern belt loops, pockets and zips, leather &#039;jeans&#039; will be perfectly suitable. Trousers in suede, and brown or green would be preferable to shiny black leather if possible. Leather and fur coats can also be adapted by removing collars, sleeves and buttons to make a robe or waistcoat style coat. Skirts and loin cloths can be made by lacing or sewing a piece (or lots of small pieces) of leather, suede or fur to a belt which can then be buckled around the waist.&lt;br /&gt;
&lt;br /&gt;
Similarly old or damaged parts of existing soft leather costumes can be used to good effect by cutting away excess for a skirt or loin cloths, combining different items in a patchwork of repair to make a single servicable item or simply shredding them to provide cosmetic effect of repaired patches to existing kit.&lt;br /&gt;
{{CaptionedImage|file=Leatherskirt.jpg‎|width=200px}}&lt;br /&gt;
&lt;br /&gt;
Decorations will take the form of natural objects like feathers,gemstones, bones,  and beads made from  wood, stones, clay and shells, which are all readily available through craft shops and online. Leather lacing and  decorative stitching using leather thonging can be used in place of embroidery. Acrylic paint is excellent for decorating fabric and leather and is cheap and easy to use. Colours should reflect natural pigments where possible. &lt;br /&gt;
{{CaptionedImage|file=pigments.jpg‎|width=300px}}&lt;br /&gt;
&lt;br /&gt;
Overall, costumes for the Navarr should appear well used, comfortable and practical. Pieces of old costume can be gathered from friends and past characters, or found second hand in charity or vintage shops for a worn and pieced together look.&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.&lt;br /&gt;
&lt;br /&gt;
Existing suede jacks or lighter armour can be augmented with additional rigid leather plates either riveted or laced into place. Card templates may be overlaid to ensure sufficient clearance is left for existing buckles, lacing etc and are easily adjusted to provide a wide variety of patterns and combinations. Such templates can also ensure the most effective use of potentially expensive materials, minimising wastage and even enabling creative use of cheaper offcuts.&lt;br /&gt;
&lt;br /&gt;
Over a single breastplate a simple sleeveless waistcoat may be worn. Extending down to protect the thighs and split at the sides it can be left open at the front, held to the body with a simple belt. Whilst revealing the tougher armour underneath and maintaining flexibility around the waist, additional heavy leather plates or sections of chain can be riveted or laced in place to give further protection to the upper legs.&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
Navarr children will wear simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. For toddlers and babies, smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you&#039;ll get more than one year&#039;s use out of them. Small coifs, made as described above are great for keeping the sun off a baby&#039;s head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Navarr are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!&lt;br /&gt;
&lt;br /&gt;
When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they&#039;re the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.&lt;br /&gt;
&lt;br /&gt;
*[http://www.mathildegirlgenius.com/Documentation/KASF2006/InfantOutfit.pdf Information on clothes and swaddling for babies]&lt;br /&gt;
*[http://www.neheleniapatterns.com/english/mae1215.html Patterns for Medieval children&#039;s clothes]&lt;br /&gt;
*[http://www.revivalclothing.com/medievalchildrensclothing.aspx Revival Clothing&#039;s Premade items for children]&lt;br /&gt;
*[http://www.gambeson.pl/medieval-on-line-shop/medieval-clothing-for-kids.html Gambeson&#039;s Premade items for children]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suppliers==&lt;br /&gt;
===Armour===&lt;br /&gt;
* [https://www.facebook.com/TotallyLeathered Totally Leathered] [[Totally Leathered]] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
* [[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
*[http://www.darkbladeuk.co.uk/ARMOUR/c-1-70/ Darkblade] Leather armour and hoods (note that some of the leather armour on the general page is more appropriate than the nation specific armour. The leaf armour is not particularly good for Navarr)&lt;br /&gt;
&lt;br /&gt;
===Leather===&lt;br /&gt;
* [http://www.leprevo.co.uk/ Le Prevo] Leather, furs, leatherworking supplies and resources.&lt;br /&gt;
* [http://www.facebook.com/pages/Lyon-Leathers-Ltd/117579284934647?sk=photos_stream Lyon&#039;s Leathers] Wide range of leathers, suedes and buckles.&lt;br /&gt;
* [http://www.tandyleather.eu/en-gbp/home/home.aspx Tandy Leather Factory] Leather and leatherworking supplies.&lt;br /&gt;
&lt;br /&gt;
==Bibliography and resources==&lt;br /&gt;
&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71063</id>
		<title>Navarr costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71063"/>
		<updated>2019-03-29T17:45:44Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page aims to offer help in creating a [[Navarr]] costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Practicality is a core value for the Navarr. Because they typically spend a great deal of time in the forest, it is rare to find Navarri wearing clothing that could snag or trip them up as they walk through tough terrain. A character might find themselves at the sharp end of some Navarri wit if their costume is excessively showy and expensive-looking. If on the other hand, one&#039;s clothing looks a decade old and extensively repaired, nobody will bat an eye.&lt;br /&gt;
&lt;br /&gt;
Decoration of clothes and accessories is common but not essential, especially for new characters. Decorative items are a good way to make a statement about the character, but they should not be a burden to carry. Thorn, leaf, and flower motifs are often found, as are any other things you might find in a forest. Bones, stones, feathers, leaves - if you can pick it up off the forest floor then it&#039;s suitable.&lt;br /&gt;
&lt;br /&gt;
The woodland and autumnal colour palette is very important for Navarr, bringing the nation&#039;s look together far more than anything else. Sticking to browns and greens for the most part is a good rule of thumb; smaller amounts of amber, cream and blood red are also common. Conversely, bright colours (including white) that other nations might use to draw attention to themselves are to be generally avoided, except as accents.&lt;br /&gt;
&lt;br /&gt;
If in doubt, ask yourself &amp;quot;would I go hunting in this?&amp;quot;. If you can walk through brambles without your sleeves, trousers and/or dress getting hopelessly snagged and torn, you&#039;re on the right track. And if you can hide from a bandit in the undergrowth, so much the better.&lt;br /&gt;
&lt;br /&gt;
Appropriate fabrics: Wool, linen, cotton (or synthetic substitutes that have the look) are all good - sticking to the colour palette is more important than what your clothes are made of. Furs and leathers are also good, but keep in mind that they might be difficult to wash for both you and your character. Plain colours that are then decorated or trimmed are more common than patterns but the Navarr are a resourceful people and their clothes are made of whatever they happened to buy in the market they were at that week, and that could be anywhere in the Empire. There&#039;s nothing wrong with standing out because you look good, as long as you&#039;re not sacrificing your mobility or your ability to get things done.&lt;br /&gt;
&lt;br /&gt;
[[File:DanBrackensong.jpg]]&lt;br /&gt;
&amp;lt;sub&amp;gt;&#039;&#039;A Navarr Thorn, armed and ready to fight&#039;&#039;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==10 Quick Tips ==&lt;br /&gt;
* Woodland colours, even autumnal are the palette.&lt;br /&gt;
* Layers. A shirt with a tunic with some leather with a cloak will look epic with pouches and belts. But also remember you can take those layers off.&lt;br /&gt;
* Feathers and beads are cheap accessories that will make kit pop. (but avoid looking like a native American!)&lt;br /&gt;
* Belts and pouches, but don&#039;t go full webbing. Make sure you can use all those pouches too.&lt;br /&gt;
* Sew patches onto stuff.&lt;br /&gt;
* If it starts looking worn you won.&lt;br /&gt;
* See this article on [http://larp.guide/2015/05/tutorial-age-costume-pending-apocalypse/ LARP GUIDE] for tips on making things look dusty/lived-in.&lt;br /&gt;
* Remember tattoos matter. The moment someone sees them you are identified as navarr (or someone from another nation that needs skinning)&lt;br /&gt;
* Practical practical practical&lt;br /&gt;
* Remember not to feel disheartened looking at other people&#039;s kit and ask for advice from lots of people.&lt;br /&gt;
&amp;lt;!-- Text by John Haynes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making Guides and Examples==&lt;br /&gt;
Navarr costumes, being mostly leather and fur, require some care and specialist knowledge to create at home. For those people who are unfamiliar with leather work, there are plenty of resources available on the internet.&lt;br /&gt;
&lt;br /&gt;
*[http://www.alleycatscratch.com/lotr/LeatherS.htm Alley Cat Scratch]&lt;br /&gt;
*[http://www.ehow.com/how_2038402_sew-leather-standard-sewing-machine.html eHow]&lt;br /&gt;
*[http://www.doityourself.com/stry/learn-how-to-sew-sewing-fur#b Do it Yourself]&lt;br /&gt;
&lt;br /&gt;
The garments will be simple, and can be based around t-tunics, with a fabric tunic as a base layer and a leather tunic with or without sleeves on top. Light, soft garment suede can generally be sewn on a regular sewing machine providing a stronger (leather specific) needle is used. These are generally available from most sewing and hobby retailers. In this way many of the instructions for making simple fabric items can be duplicated with lightweight leather, though remember leather does not fray like fabric so edges can be left &#039;as cut&#039; so check any allowances on patterns for hems and seams.&lt;br /&gt;
&lt;br /&gt;
The easiest way to machine sew light leather is to apply a thin line of general purpose glue along the intended stitch line of each piece, this holds them securely in place whilst running each section through your machine. It is recommended to test a small sample with your machine first.&lt;br /&gt;
Depending on the size of the hide used, for a rougher, more natural edge to a shirt or tunic the leather can be left uncut along the base or round the cuffs.&lt;br /&gt;
{{CaptionedImage|file=SoftLeatherShirt.jpg‎|width=250px}}&lt;br /&gt;
&lt;br /&gt;
*[http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_T_-_Tunic Making a T-Tunic]&lt;br /&gt;
&lt;br /&gt;
Leather or suede trousers are a staple of Navarr costumes and if care is taken to hide or remove modern belt loops, pockets and zips, leather &#039;jeans&#039; will be perfectly suitable. Trousers in suede, and brown or green would be preferable to shiny black leather if possible. Leather and fur coats can also be adapted by removing collars, sleeves and buttons to make a robe or waistcoat style coat. Skirts and loin cloths can be made by lacing or sewing a piece (or lots of small pieces) of leather, suede or fur to a belt which can then be buckled around the waist.&lt;br /&gt;
&lt;br /&gt;
Similarly old or damaged parts of existing soft leather costumes can be used to good effect by cutting away excess for a skirt or loin cloths, combining different items in a patchwork of repair to make a single servicable item or simply shredding them to provide cosmetic effect of repaired patches to existing kit.&lt;br /&gt;
{{CaptionedImage|file=Leatherskirt.jpg‎|width=200px}}&lt;br /&gt;
&lt;br /&gt;
Decorations will take the form of natural objects like feathers,gemstones, bones,  and beads made from  wood, stones, clay and shells, which are all readily available through craft shops and online. Leather lacing and  decorative stitching using leather thonging can be used in place of embroidery. Acrylic paint is excellent for decorating fabric and leather and is cheap and easy to use. Colours should reflect natural pigments where possible. &lt;br /&gt;
{{CaptionedImage|file=pigments.jpg‎|width=300px}}&lt;br /&gt;
&lt;br /&gt;
Overall, costumes for the Navarr should appear well used, comfortable and practical. Pieces of old costume can be gathered from friends and past characters, or found second hand in charity or vintage shops for a worn and pieced together look.&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.&lt;br /&gt;
&lt;br /&gt;
Existing suede jacks or lighter armour can be augmented with additional rigid leather plates either riveted or laced into place. Card templates may be overlaid to ensure sufficient clearance is left for existing buckles, lacing etc and are easily adjusted to provide a wide variety of patterns and combinations. Such templates can also ensure the most effective use of potentially expensive materials, minimising wastage and even enabling creative use of cheaper offcuts.&lt;br /&gt;
&lt;br /&gt;
Over a single breastplate a simple sleeveless waistcoat may be worn. Extending down to protect the thighs and split at the sides it can be left open at the front, held to the body with a simple belt. Whilst revealing the tougher armour underneath and maintaining flexibility around the waist, additional heavy leather plates or sections of chain can be riveted or laced in place to give further protection to the upper legs.&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
Navarr children will wear simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. For toddlers and babies, smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you&#039;ll get more than one year&#039;s use out of them. Small coifs, made as described above are great for keeping the sun off a baby&#039;s head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Navarr are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!&lt;br /&gt;
&lt;br /&gt;
When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they&#039;re the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.&lt;br /&gt;
&lt;br /&gt;
*[http://www.mathildegirlgenius.com/Documentation/KASF2006/InfantOutfit.pdf Information on clothes and swaddling for babies]&lt;br /&gt;
*[http://www.neheleniapatterns.com/english/mae1215.html Patterns for Medieval children&#039;s clothes]&lt;br /&gt;
*[http://www.revivalclothing.com/medievalchildrensclothing.aspx Revival Clothing&#039;s Premade items for children]&lt;br /&gt;
*[http://www.gambeson.pl/medieval-on-line-shop/medieval-clothing-for-kids.html Gambeson&#039;s Premade items for children]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suppliers==&lt;br /&gt;
===Armour===&lt;br /&gt;
* [https://www.facebook.com/TotallyLeathered Totally Leathered] [[Totally Leathered]] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
* [[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
*[http://www.darkbladeuk.co.uk/ARMOUR/c-1-70/ Darkblade] Leather armour and hoods (note that some of the leather armour on the general page is more appropriate than the nation specific armour. The leaf armour is not particularly good for Navarr)&lt;br /&gt;
&lt;br /&gt;
===Leather===&lt;br /&gt;
* [http://www.leprevo.co.uk/ Le Prevo] Leather, furs, leatherworking supplies and resources.&lt;br /&gt;
* [http://www.facebook.com/pages/Lyon-Leathers-Ltd/117579284934647?sk=photos_stream Lyon&#039;s Leathers] Wide range of leathers, suedes and buckles.&lt;br /&gt;
* [http://www.tandyleather.eu/en-gbp/home/home.aspx Tandy Leather Factory] Leather and leatherworking supplies.&lt;br /&gt;
&lt;br /&gt;
==Bibliography and resources==&lt;br /&gt;
&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71062</id>
		<title>Navarr costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_costumes&amp;diff=71062"/>
		<updated>2019-03-29T17:43:42Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page aims to offer help in creating a [[Navarr]] costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Practicality is a core value for the Navarr. Because they typically spend a great deal of time in the forest, it is rare to find Navarri wearing clothing that could snag or trip them up as they walk through tough terrain. A character might find themselves at the sharp end of some Navarri wit if their costume is excessively showy and expensive-looking. If on the other hand, one&#039;s clothing looks a decade old and extensively repaired, nobody will bat an eye.&lt;br /&gt;
&lt;br /&gt;
Decoration of clothes and accessories is common but not essential, especially for new characters. Decorative items are a good way to make a statement about the character, but they should not be a burden to carry. Thorn, leaf, and flower motifs are often found, as are any other things you might find in a forest. Bones, stones, feathers, leaves - if you can pick it up off the forest floor then it&#039;s suitable.&lt;br /&gt;
&lt;br /&gt;
The woodland and autumnal colour palette is very important for Navarr, bringing the nation&#039;s look together far more than anything else. Sticking to browns and greens for the most part is a good rule of thumb; smaller amounts of amber, cream and blood red are also common. Conversely, bright colours (including white) that other nations might use to draw attention to themselves are to be generally avoided, except as accents.&lt;br /&gt;
&lt;br /&gt;
If in doubt, ask yourself &amp;quot;would I go hunting in this?&amp;quot;. If you can walk through brambles without your sleeves, trousers and/or dress getting hopelessly snagged and torn, you&#039;re on the right track. And if you can hide from a bandit in the undergrowth, so much the better.&lt;br /&gt;
&lt;br /&gt;
Appropriate fabrics: Wool, linen, cotton (or synthetic substitutes that have the look) are all good - sticking to the colour palette is more important than what your clothes are made of. Furs and leathers are also good, but keep in mind that they might be difficult to wash for both you and your character. Plain colours that are then decorated or trimmed are more common than patterns but the Navarr are a resourceful people and their clothes are made of whatever they happened to buy in the market they were at that week, and that could be anywhere in the Empire. There&#039;s nothing wrong with standing out because you look good, as long as you&#039;re not sacrificing your mobility or your ability to get things done.&lt;br /&gt;
&lt;br /&gt;
[[File:DanBrackensong.jpg]]&lt;br /&gt;
&lt;br /&gt;
==10 Quick Tips ==&lt;br /&gt;
* Woodland colours, even autumnal are the palette.&lt;br /&gt;
* Layers. A shirt with a tunic with some leather with a cloak will look epic with pouches and belts. But also remember you can take those layers off.&lt;br /&gt;
* Feathers and beads are cheap accessories that will make kit pop. (but avoid looking like a native American!)&lt;br /&gt;
* Belts and pouches, but don&#039;t go full webbing. Make sure you can use all those pouches too.&lt;br /&gt;
* Sew patches onto stuff.&lt;br /&gt;
* If it starts looking worn you won.&lt;br /&gt;
* See this article on [http://larp.guide/2015/05/tutorial-age-costume-pending-apocalypse/ LARP GUIDE] for tips on making things look dusty/lived-in.&lt;br /&gt;
* Remember tattoos matter. The moment someone sees them you are identified as navarr (or someone from another nation that needs skinning)&lt;br /&gt;
* Practical practical practical&lt;br /&gt;
* Remember not to feel disheartened looking at other people&#039;s kit and ask for advice from lots of people.&lt;br /&gt;
&amp;lt;!-- Text by John Haynes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making Guides and Examples==&lt;br /&gt;
Navarr costumes, being mostly leather and fur, require some care and specialist knowledge to create at home. For those people who are unfamiliar with leather work, there are plenty of resources available on the internet.&lt;br /&gt;
&lt;br /&gt;
*[http://www.alleycatscratch.com/lotr/LeatherS.htm Alley Cat Scratch]&lt;br /&gt;
*[http://www.ehow.com/how_2038402_sew-leather-standard-sewing-machine.html eHow]&lt;br /&gt;
*[http://www.doityourself.com/stry/learn-how-to-sew-sewing-fur#b Do it Yourself]&lt;br /&gt;
&lt;br /&gt;
The garments will be simple, and can be based around t-tunics, with a fabric tunic as a base layer and a leather tunic with or without sleeves on top. Light, soft garment suede can generally be sewn on a regular sewing machine providing a stronger (leather specific) needle is used. These are generally available from most sewing and hobby retailers. In this way many of the instructions for making simple fabric items can be duplicated with lightweight leather, though remember leather does not fray like fabric so edges can be left &#039;as cut&#039; so check any allowances on patterns for hems and seams.&lt;br /&gt;
&lt;br /&gt;
The easiest way to machine sew light leather is to apply a thin line of general purpose glue along the intended stitch line of each piece, this holds them securely in place whilst running each section through your machine. It is recommended to test a small sample with your machine first.&lt;br /&gt;
Depending on the size of the hide used, for a rougher, more natural edge to a shirt or tunic the leather can be left uncut along the base or round the cuffs.&lt;br /&gt;
{{CaptionedImage|file=SoftLeatherShirt.jpg‎|width=250px}}&lt;br /&gt;
&lt;br /&gt;
*[http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_T_-_Tunic Making a T-Tunic]&lt;br /&gt;
&lt;br /&gt;
Leather or suede trousers are a staple of Navarr costumes and if care is taken to hide or remove modern belt loops, pockets and zips, leather &#039;jeans&#039; will be perfectly suitable. Trousers in suede, and brown or green would be preferable to shiny black leather if possible. Leather and fur coats can also be adapted by removing collars, sleeves and buttons to make a robe or waistcoat style coat. Skirts and loin cloths can be made by lacing or sewing a piece (or lots of small pieces) of leather, suede or fur to a belt which can then be buckled around the waist.&lt;br /&gt;
&lt;br /&gt;
Similarly old or damaged parts of existing soft leather costumes can be used to good effect by cutting away excess for a skirt or loin cloths, combining different items in a patchwork of repair to make a single servicable item or simply shredding them to provide cosmetic effect of repaired patches to existing kit.&lt;br /&gt;
{{CaptionedImage|file=Leatherskirt.jpg‎|width=200px}}&lt;br /&gt;
&lt;br /&gt;
Decorations will take the form of natural objects like feathers,gemstones, bones,  and beads made from  wood, stones, clay and shells, which are all readily available through craft shops and online. Leather lacing and  decorative stitching using leather thonging can be used in place of embroidery. Acrylic paint is excellent for decorating fabric and leather and is cheap and easy to use. Colours should reflect natural pigments where possible. &lt;br /&gt;
{{CaptionedImage|file=pigments.jpg‎|width=300px}}&lt;br /&gt;
&lt;br /&gt;
Overall, costumes for the Navarr should appear well used, comfortable and practical. Pieces of old costume can be gathered from friends and past characters, or found second hand in charity or vintage shops for a worn and pieced together look.&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.&lt;br /&gt;
&lt;br /&gt;
Existing suede jacks or lighter armour can be augmented with additional rigid leather plates either riveted or laced into place. Card templates may be overlaid to ensure sufficient clearance is left for existing buckles, lacing etc and are easily adjusted to provide a wide variety of patterns and combinations. Such templates can also ensure the most effective use of potentially expensive materials, minimising wastage and even enabling creative use of cheaper offcuts.&lt;br /&gt;
&lt;br /&gt;
Over a single breastplate a simple sleeveless waistcoat may be worn. Extending down to protect the thighs and split at the sides it can be left open at the front, held to the body with a simple belt. Whilst revealing the tougher armour underneath and maintaining flexibility around the waist, additional heavy leather plates or sections of chain can be riveted or laced in place to give further protection to the upper legs.&lt;br /&gt;
&lt;br /&gt;
==Children==&lt;br /&gt;
Navarr children will wear simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. For toddlers and babies, smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you&#039;ll get more than one year&#039;s use out of them. Small coifs, made as described above are great for keeping the sun off a baby&#039;s head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Navarr are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!&lt;br /&gt;
&lt;br /&gt;
When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they&#039;re the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.&lt;br /&gt;
&lt;br /&gt;
*[http://www.mathildegirlgenius.com/Documentation/KASF2006/InfantOutfit.pdf Information on clothes and swaddling for babies]&lt;br /&gt;
*[http://www.neheleniapatterns.com/english/mae1215.html Patterns for Medieval children&#039;s clothes]&lt;br /&gt;
*[http://www.revivalclothing.com/medievalchildrensclothing.aspx Revival Clothing&#039;s Premade items for children]&lt;br /&gt;
*[http://www.gambeson.pl/medieval-on-line-shop/medieval-clothing-for-kids.html Gambeson&#039;s Premade items for children]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suppliers==&lt;br /&gt;
===Armour===&lt;br /&gt;
* [https://www.facebook.com/TotallyLeathered Totally Leathered] [[Totally Leathered]] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
* [[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
*[http://www.darkbladeuk.co.uk/ARMOUR/c-1-70/ Darkblade] Leather armour and hoods (note that some of the leather armour on the general page is more appropriate than the nation specific armour. The leaf armour is not particularly good for Navarr)&lt;br /&gt;
&lt;br /&gt;
===Leather===&lt;br /&gt;
* [http://www.leprevo.co.uk/ Le Prevo] Leather, furs, leatherworking supplies and resources.&lt;br /&gt;
* [http://www.facebook.com/pages/Lyon-Leathers-Ltd/117579284934647?sk=photos_stream Lyon&#039;s Leathers] Wide range of leathers, suedes and buckles.&lt;br /&gt;
* [http://www.tandyleather.eu/en-gbp/home/home.aspx Tandy Leather Factory] Leather and leatherworking supplies.&lt;br /&gt;
&lt;br /&gt;
==Bibliography and resources==&lt;br /&gt;
&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kethry&amp;diff=68817</id>
		<title>Kethry</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kethry&amp;diff=68817"/>
		<updated>2018-10-02T23:53:35Z</updated>

		<summary type="html">&lt;p&gt;Alexswabey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;ic&amp;gt;This is the way it was done, and the way it will be done until the final sun sets on the land. We are Kesh, and we are Proud.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Virtue==&lt;br /&gt;
Kethry is the oldest recorded Paragon of [[Pride]], dating from before the birth of the Empire.&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
It is not recorded in which lands Kethry and the Kesh tribe dwelt, though elements in most of the stories about her suggest they likely lived in the east of [[Wintermark]] or the west of [[Varushka]], in a &amp;quot;thickly wooded vale in the shadow of great cold mountains&amp;quot;. This would suggest her birthplace was either in [[Skarsind]] or [[Miekarova]].&lt;br /&gt;
&lt;br /&gt;
Many years before the Empire, local tribes made war on one another, both to compete for resources and as a show of strength. The tribe which Kethry led, the Kesh, were conquered by an enemy tribe led by Chieftain Makin the Red, who were larger and more aggressive. It was the custom at the time for the conquered tribe to capitulate territory, possessions and their tribal identity, essentially becoming assimilated into the tribe of their conquerors. In some cases, their new status was as thralls and in some they lived as equals among their conquerors, learning their customs and traditions.&lt;br /&gt;
&lt;br /&gt;
Whilst there are many variants on the tale of Kethry, the version below contains all of the common elements, in particular the phrasing of the conversations between Kethry and Makin - which are often taken up by the audience when the tale is told out loud - and its reversal at the end of the story.&lt;br /&gt;
&lt;br /&gt;
When Kethry&#039;s tribe was defeated, Makin the Red took possession of Kethry&#039;s lodge, said to be the finest and largest in the village. The wooden beams and pillars were intricately carved with the likenesses of the birds and beasts of the wood. Makin the Red liked it so much he decided to make the lodge his base for a year and a day, while he led raids on other neighbouring tribes. Kethry moved into a reed-woven hut on the outskirts of the village, whistling and smiling as she wove the thatch for the roof herself and daubed the walls. Many of her people had taken to the ways of the conqueror, but in her heart Kethry kept alive the customs and traditions of her people. &lt;br /&gt;
&lt;br /&gt;
When Makin returned, the lodge was empty. Everyone was sitting around a fire outside Kethry&#039;s simple hut, singing and sharing food. Makin was furious; there had been no feast in his honor to welcome him home from the raid, as was the custom of his people. Instead, his scouts sat round the fire drinking broth from wooden bowls into which they dipped crusts of bread. He said to them &amp;quot;This is not the way of our people! This food you eat is the food of the conquered, not the conqueror! We do not sit round a fire sharing soup and bread, we dine at tables in lodges of pine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was Kethry who replied. &amp;quot;You speak of your people, but they are many. All the tribes you have conquered are numbered here, with rich traditions of their own. Why do you not sit with us as your scouts do and enjoy the broth of the Kesh? It is flavoured with the finest herbs and served with bread fresh from our ovens.&amp;quot; Makin refused and ate alone in his lodge while his scouts remained with Kethry. Before he did so, he spoke to her thus: &amp;quot;Your ways are now our ways, your customs lost to our strength. Why do you continue with this meal?&amp;quot; Kethry replied. &amp;quot;This is the way it was done, and the way it will be done until the final sun sets on the land. We are Kesh, and we are Proud. &lt;br /&gt;
&lt;br /&gt;
Makin went away to raid again for a year and a day, as was tradition. When Makin next returned, the village was bathed in the light of a hundred torches. There was no procession for his return, as was custom, but instead the people danced with one another in a great circle, weaving in and out of the torches. He was furious to see his runners there dancing, those who he had sent ahead to ensure the village prepared for his return.&lt;br /&gt;
&lt;br /&gt;
Kethry came forward and spoke with him. &amp;quot;This is the dance of the Kesh, which we have been performing on this day since the time of my grandmother&#039;s grandmother. Will you dance with us, Makin the Red? Will you make merry with your runners and the Kesh?&amp;quot; Makin refused and spoke back. &amp;quot;Your ways are now our ways, your customs lost to our strength. Why do you continue with this dance?&amp;quot; Kethry replied. &amp;quot;This is the way it was done, and the way it will be done until the final sun sets on the land. We are Kesh, and we are Proud. Makin sat alone in his pine lodge whilst the merriment continued all around the village until the last torch was burned out, as was custom.&lt;br /&gt;
&lt;br /&gt;
When Makin returned from his third raid, he hardly recognised anyone. All of the guards he had left here to keep an eye on the village were dressed in the manner of the Kesh and their spears were decorated with white feathers, not black. Furious, he asked his guards what had happened, but it was Kethry who spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Welcome, Makin the Red. Would you like a white feather for your spear? The omens are auspicious, if you tie a white feather to your spear it will bring you speed on the hunt.&amp;quot; As usual, Makin replied &amp;quot;Your ways are now our ways, your customs lost to our strength. Why do you continue with this belief?&amp;quot; Kethry replied. &amp;quot;This is the way it was done, and the way it will be done until the final sun sets on the land. We are Kesh, and we are Proud.&lt;br /&gt;
&lt;br /&gt;
Three times Makin had been raiding now and three times he had returned. Each time more of the Kesh had returned to their traditions and each time his own tribe had joined in. He spoke to Kethry one more time:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am the one who has been conquered, not the Kesh. Sing me your songs, Kethry, and bake me your bread. Dance your dance with me and give me a white feather. From this day forward, my tribe will have no name of their own. I am Kesh now, and I am proud. &lt;br /&gt;
&lt;br /&gt;
Kethry and Makin were eventually wed, and the feast which accompanied their celebration lasted a year and a day, as was custom.&lt;br /&gt;
&lt;br /&gt;
==Signs==&lt;br /&gt;
The assembly of Pride cited the following signs as proof that Kethry was a paragon.&lt;br /&gt;
* Kethry lived long before the foundation of the [[Bastion#Bastion.2C_the_White_City|White City]], but by  exemplifying the pride of her own tribe&#039;s traditions and refusing to adopt those of her conqueror, she undertook a spiritual &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Pilgrimage|pilgrimage]]&#039;&#039;&#039; to the heart of Pride.&lt;br /&gt;
* The deeds of Kethry brought prosperity to her whole tribe and not just herself. In keeping alive the old traditions and not capitulating to her conquerors, both tribes eventually lived as Kesh, demonstrating her &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Benevolence|benevolence]]&#039;&#039;&#039;. &lt;br /&gt;
* By converting an entire warlike, conquering tribe through sheer will and by showing them the pride in her tribal customs and thus bringing them into a life of virtue, she brought them &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Salvation|salvation]]&#039;&#039;&#039;. In doing so, she also saved the Kesh and their customs from being lost to history.&lt;br /&gt;
* The most commonly suggested &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Legacy|legacy]]&#039;&#039;&#039; of Kethry is that of hearth magic - those themes and images which combine to breath culture, life and identity into a nation. Whilst none claim that Kethry delivered hearth magic to the world as Tian did with fire, there are sufficient elements in her story which have led people to claim that Kethry&#039;s success lay in the use of that magic, whether she knew it or not.&lt;br /&gt;
* Kethry&#039;s refusal to abandon the traditions of her people was such an &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Inspiration|inspiration]]&#039;&#039;&#039; that she managed to turn the hearts of the tribe who had conquered them, including that of their leader. Her story was told so many times that it lasted the generations until the birth of the Empire and the Synod. All of the Kesh and the conquering tribe are thus her followers and imitators.&lt;br /&gt;
* To date, no visions have been recorded of her life from her own eyes. Consequently, the sign of &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Liberation|Liberation]]&#039;&#039;&#039; holds. In some thematic variants of the Kethry story, she lives to a ripe old age and sees many more people adopt the customs of the Kesh, She speaks to them as an assembly and then returns to her lodge to die, but her body is never found, indicating an ascension.&lt;br /&gt;
* There is nothing in any of the stories of Kethry or any surviving tales that might be an indication of her past lives, so the sign of &#039;&#039;&#039;[[Signs_of_the_paragon_and_exemplar#Revelation|Revelation]]&#039;&#039;&#039;is impossible to confirm or refute.&lt;br /&gt;
==Ketrhy in Play==&lt;br /&gt;
===Controversies===&lt;br /&gt;
* The signs of Kethry have been used since the earliest Imperial records to criticize the entire process of recognising paragons and exemplars. As the scholar Yves of Starmantle Spire famously said in his denunciation of the judgement of [[recognition]]: &amp;quot;&#039;&#039;they are complete bobbins - stories for children - and I find it difficult as a scholar and a man of faith to take seriously a process that uses them as proof of anything.&#039;&#039;&amp;quot;&lt;br /&gt;
* As with several Paragons, some scholars suggest the story of Kethry might in fact be much older than is commonly believed, perhaps originating far beyond the borders of the lands that today are the Empire. One branch of Varushkan historians claim that the first stories of Kethry came down out of the mountains with the forbears of the Ushkan people, although they can provide little evidence to support their claim.&lt;br /&gt;
* There is a glade in [[Astolat]] which is said to be the place where Makin first courted Kethry. If it has any truthful claim to being a location from this tale, Kethry and Makin surely travelled a great distance from their supposed homes in Miekarova or Skarsind to plight their troths.&lt;br /&gt;
[[Category:Inspirations]]&lt;/div&gt;</summary>
		<author><name>Alexswabey</name></author>
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