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	<updated>2026-04-06T19:01:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reap_what_you_sow&amp;diff=38695</id>
		<title>Reap what you sow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reap_what_you_sow&amp;diff=38695"/>
		<updated>2015-09-10T08:47:34Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Handsfull of Dust */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;ic&amp;gt;&amp;quot;Gregora,&amp;quot; called the overseer. &amp;quot;Gregora!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?&amp;quot; asked the surly miner, wrestling her cart full of orachalcum ore to a halt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weren&#039;t you meant to be reinforcing the tunnels down in the north-west shaft?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe?&amp;quot; she replied, insolently. &amp;quot;What&#039;s the bloody point, though? The orcs can reinforce it their bloody selves when they get here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not if it falls down next week, they can&#039;t.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look,&amp;quot; she snapped. &amp;quot;Do you want to leave this all in the ground for them - or do you want to take what we&#039;re owed for all our hard work before we&#039;re forced to give it up?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overseer mulled this over for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A good point, well made.&amp;quot; he said, and left her to get on with her job.&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Roleplaying_effects#Area_Effects_.28Auras.29|auras]] spread to remind them of the [[A_Miracle_in_Hahnmark|Miracle at Hahnmark]] may have faded, but the miners of [[Skarsind]] are still deeply concerned with their [[Prosperity]]. They are also concerned about the message - apparently originating from [[Casinea#Anvil|Anvil]] - that they have been sold down the river by the rest of [[Wintermark]]. It may be virtuous to [[Relinquish_Skarsind|give a homeland]] to the [[Imperial Orcs]], but is it virtuous for strangers to benefit from their hard work?&lt;br /&gt;
&lt;br /&gt;
No-one is really holding a grudge against the Imperial Orcs, many of the people of Skarsind have a lot of sympathy for the orcs. The Winterfolk have been displaced, or struggled under the tyranny of the [[Thule]], and the Imperial Orcs were instrumental in liberating their home after all. Their actions do not grow out of dislike for the Imperial Orcs, but out of the belief that they deserve to enjoy the rewards of their hard work - that the people of Skarsind should get as much fruit out of their labours as possible before they have to hand off the orchard, as it were.&lt;br /&gt;
&lt;br /&gt;
==Significance==&lt;br /&gt;
At present the impact of the dissatisfaction are limited to Skarsind&#039;s [[mine|mines]]. The miners are enjoying a windfall as a result, but storing up problems for the future. If this rampant consumption of natural resources is left to continue unchecked, by the Winter Solstice the mountains and hills will be littered with unsafe tunnels.  This will make it increasingly difficult to get anything out of the ground without a serious clean-up effort - probably involving a Senate commission and weirwood-and-mithril supports for the broken sections.&lt;br /&gt;
&lt;br /&gt;
The [[forest|foresters]], [[herb garden|gardeners]], and [[mana site|mana producers]] of Skarsind are also looking at the miners&#039; activities with interest and may be persuaded to follow suit. If they do, they will clear-cut forest, pulling up immature plants, and over-harvest their mana sites - assuming it continues to appear to be virtuous so to do. &lt;br /&gt;
&lt;br /&gt;
As this is a [[Wintermark]] matter, motions in the Wintermark National Assembly are likely to carry more weight with the people than in the Virtue Assemblies, especially if it is clear that the [[Wintermark_religious_beliefs|stormcrows]] of Skarsind have participated - although the Prosperity and [[Loyalty]] assemblies may also hold some sway, and the General Assembly is rarely ignored entirely.&lt;br /&gt;
&lt;br /&gt;
A judgement in support of the Winterfolk claiming the wealth they have invested in will encourage the foresters, herb gardens, and mana sites to join the scramble for production. A judgement decrying it will discourage them from doing so and will most likely slow the speed of strip-mining. It is possible, however, that such a judgement may be received poorly and damage the morale of the people of Skarsind even further.&lt;br /&gt;
&lt;br /&gt;
==Handsfull of Dust==&lt;br /&gt;
In the south, the marshes of [[Kallavesi]] continue to suffer under the effect of a potent curse. The [[379YE_Spring_Equinox_winds_of_fortune#The_Eldest_Swamp|slow draining of the mana flows]] has not worsened, but it also has not got any better. Crystal mana is in some demand now, after several seasons of shortage and after [[Wolf_in_summer|recent events]] in [[the League]] and [[Urizen]]. A few mystics have reported seeing eerie dancing lights over the [[Kallavesi#Kallavesa Marsh|Kallavesa Marsh]], and mutter grimly about what they portend.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Recent History]]&lt;br /&gt;
[[Category:379YE]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reap_what_you_sow&amp;diff=38694</id>
		<title>Reap what you sow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reap_what_you_sow&amp;diff=38694"/>
		<updated>2015-09-10T08:47:08Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Significance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;ic&amp;gt;&amp;quot;Gregora,&amp;quot; called the overseer. &amp;quot;Gregora!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?&amp;quot; asked the surly miner, wrestling her cart full of orachalcum ore to a halt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weren&#039;t you meant to be reinforcing the tunnels down in the north-west shaft?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe?&amp;quot; she replied, insolently. &amp;quot;What&#039;s the bloody point, though? The orcs can reinforce it their bloody selves when they get here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not if it falls down next week, they can&#039;t.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look,&amp;quot; she snapped. &amp;quot;Do you want to leave this all in the ground for them - or do you want to take what we&#039;re owed for all our hard work before we&#039;re forced to give it up?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overseer mulled this over for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A good point, well made.&amp;quot; he said, and left her to get on with her job.&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Roleplaying_effects#Area_Effects_.28Auras.29|auras]] spread to remind them of the [[A_Miracle_in_Hahnmark|Miracle at Hahnmark]] may have faded, but the miners of [[Skarsind]] are still deeply concerned with their [[Prosperity]]. They are also concerned about the message - apparently originating from [[Casinea#Anvil|Anvil]] - that they have been sold down the river by the rest of [[Wintermark]]. It may be virtuous to [[Relinquish_Skarsind|give a homeland]] to the [[Imperial Orcs]], but is it virtuous for strangers to benefit from their hard work?&lt;br /&gt;
&lt;br /&gt;
No-one is really holding a grudge against the Imperial Orcs, many of the people of Skarsind have a lot of sympathy for the orcs. The Winterfolk have been displaced, or struggled under the tyranny of the [[Thule]], and the Imperial Orcs were instrumental in liberating their home after all. Their actions do not grow out of dislike for the Imperial Orcs, but out of the belief that they deserve to enjoy the rewards of their hard work - that the people of Skarsind should get as much fruit out of their labours as possible before they have to hand off the orchard, as it were.&lt;br /&gt;
&lt;br /&gt;
==Significance==&lt;br /&gt;
At present the impact of the dissatisfaction are limited to Skarsind&#039;s [[mine|mines]]. The miners are enjoying a windfall as a result, but storing up problems for the future. If this rampant consumption of natural resources is left to continue unchecked, by the Winter Solstice the mountains and hills will be littered with unsafe tunnels.  This will make it increasingly difficult to get anything out of the ground without a serious clean-up effort - probably involving a Senate commission and weirwood-and-mithril supports for the broken sections.&lt;br /&gt;
&lt;br /&gt;
The [[forest|foresters]], [[herb garden|gardeners]], and [[mana site|mana producers]] of Skarsind are also looking at the miners&#039; activities with interest and may be persuaded to follow suit. If they do, they will clear-cut forest, pulling up immature plants, and over-harvest their mana sites - assuming it continues to appear to be virtuous so to do. &lt;br /&gt;
&lt;br /&gt;
As this is a [[Wintermark]] matter, motions in the Wintermark National Assembly are likely to carry more weight with the people than in the Virtue Assemblies, especially if it is clear that the [[Wintermark_religious_beliefs|stormcrows]] of Skarsind have participated - although the Prosperity and [[Loyalty]] assemblies may also hold some sway, and the General Assembly is rarely ignored entirely.&lt;br /&gt;
&lt;br /&gt;
A judgement in support of the Winterfolk claiming the wealth they have invested in will encourage the foresters, herb gardens, and mana sites to join the scramble for production. A judgement decrying it will discourage them from doing so and will most likely slow the speed of strip-mining. It is possible, however, that such a judgement may be received poorly and damage the morale of the people of Skarsind even further.&lt;br /&gt;
&lt;br /&gt;
==Handsfull of Dust==&lt;br /&gt;
In the south, the marshes of [[Kallavesi]] continue to suffer under the effect of a potent curse. The [[379YE_Spring_Equinox_winds_of_fortune#The_Eldest_Swamp|slow draining of the mana flows]] has not worsened, but it also has not got any better. Crystal mana is in some demand now, after several seasons of shortage and after [[Wolf_in_summer|recent events]] in [[the League]] and [[Urizen]]. A few mystics have reported seeing eerie dancing lights over the [[Kallavesi#Kallavesa Marsh|Kallavesa Marsh]], and mutter grimly about what they portend.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Recent History]]&lt;br /&gt;
[{Category:379YE]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reap_what_you_sow&amp;diff=38693</id>
		<title>Reap what you sow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reap_what_you_sow&amp;diff=38693"/>
		<updated>2015-09-10T08:46:05Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;ic&amp;gt;&amp;quot;Gregora,&amp;quot; called the overseer. &amp;quot;Gregora!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?&amp;quot; asked the surly miner, wrestling her cart full of orachalcum ore to a halt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weren&#039;t you meant to be reinforcing the tunnels down in the north-west shaft?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe?&amp;quot; she replied, insolently. &amp;quot;What&#039;s the bloody point, though? The orcs can reinforce it their bloody selves when they get here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not if it falls down next week, they can&#039;t.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look,&amp;quot; she snapped. &amp;quot;Do you want to leave this all in the ground for them - or do you want to take what we&#039;re owed for all our hard work before we&#039;re forced to give it up?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The overseer mulled this over for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A good point, well made.&amp;quot; he said, and left her to get on with her job.&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Roleplaying_effects#Area_Effects_.28Auras.29|auras]] spread to remind them of the [[A_Miracle_in_Hahnmark|Miracle at Hahnmark]] may have faded, but the miners of [[Skarsind]] are still deeply concerned with their [[Prosperity]]. They are also concerned about the message - apparently originating from [[Casinea#Anvil|Anvil]] - that they have been sold down the river by the rest of [[Wintermark]]. It may be virtuous to [[Relinquish_Skarsind|give a homeland]] to the [[Imperial Orcs]], but is it virtuous for strangers to benefit from their hard work?&lt;br /&gt;
&lt;br /&gt;
No-one is really holding a grudge against the Imperial Orcs, many of the people of Skarsind have a lot of sympathy for the orcs. The Winterfolk have been displaced, or struggled under the tyranny of the [[Thule]], and the Imperial Orcs were instrumental in liberating their home after all. Their actions do not grow out of dislike for the Imperial Orcs, but out of the belief that they deserve to enjoy the rewards of their hard work - that the people of Skarsind should get as much fruit out of their labours as possible before they have to hand off the orchard, as it were.&lt;br /&gt;
&lt;br /&gt;
==Significance==&lt;br /&gt;
At present the impact of the dissatisfaction are limited to Skarsind&#039;s [[mine|mines]]. The miners are enjoying a windfall as a result, but storing up problems for the future. If this rampant consumption of natural resources is left to continue unchecked, by the Winter Solstice the mountains and hills will be littered with unsafe tunnels.  This will make it increasingly difficult to get anything out of the ground without a serious clean-up effort - probably involving a Senate commission and weirwood-and-mithril supports for the broken sections.&lt;br /&gt;
&lt;br /&gt;
The [[forest|foresters]], [[herb gardens|gardeners]], and [[mana site|mana producers]] of Skarsind are also looking at the miners&#039; activities with interest and may be persuaded to follow suit. If they do, they will clear-cut forest, pulling up immature plants, and over-harvest their mana sites - assuming it continues to appear to be virtuous so to do. &lt;br /&gt;
&lt;br /&gt;
As this is a [[Wintermark]] matter, motions in the Wintermark National Assembly are likely to carry more weight with the people than in the Virtue Assemblies, especially if it is clear that the [[Wintermark_religious_beliefs|stormcrows]] of Skarsind have participated - although the Prosperity and [[Loyalty]] assemblies may also hold some sway, and the General Assembly is rarely ignored entirely.&lt;br /&gt;
&lt;br /&gt;
A judgement in support of the Winterfolk claiming the wealth they have invested in will encourage the foresters, herb gardens, and mana sites to join the scramble for production. A judgement decrying it will discourage them from doing so and will most likely slow the speed of strip-mining. It is possible, however, that such a judgement may be received poorly and damage the morale of the people of Skarsind even further.&lt;br /&gt;
&lt;br /&gt;
==Handsfull of Dust==&lt;br /&gt;
In the south, the marshes of [[Kallavesi]] continue to suffer under the effect of a potent curse. The [[379YE_Spring_Equinox_winds_of_fortune#The_Eldest_Swamp|slow draining of the mana flows]] has not worsened, but it also has not got any better. Crystal mana is in some demand now, after several seasons of shortage and after [[Wolf_in_summer|recent events]] in [[the League]] and [[Urizen]]. A few mystics have reported seeing eerie dancing lights over the [[Kallavesi#Kallavesa Marsh|Kallavesa Marsh]], and mutter grimly about what they portend.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Recent History]]&lt;br /&gt;
[{Category:379YE]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resource&amp;diff=37246</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resource&amp;diff=37246"/>
		<updated>2015-08-04T21:08:09Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Changing Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Personal Resource==&lt;br /&gt;
*&#039;&#039;&#039;Every PC chooses one personal resource at character creation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can never have more than one personal resource&#039;&#039;&#039;&lt;br /&gt;
Every character chooses one type of personal resource and what territory it is located in when their character is created. Most personal resources automatically produce money or items for the character’s use every event that they attend.&lt;br /&gt;
&lt;br /&gt;
Personal resources have broad generic names that imply a whole category of possible options. Like income, it is up to the player to interpret the precise nature of their personal resource in a way that is appropriate to the setting and their character.&lt;br /&gt;
&lt;br /&gt;
All personal resources can be upgraded to make them more productive or effective. Upgrading a personal resource requires [[building materials]] which are held in Imperial Warehouses and can be acquired at the Bourse. &lt;br /&gt;
&lt;br /&gt;
* [[Business]] - produces 9 crowns.&lt;br /&gt;
* [[Congregation]] - produces five doses of [[liao]] and provides 10 votes in the [[Imperial Synod]].&lt;br /&gt;
* [[Farm]] - produces 9 crowns.&lt;br /&gt;
* [[Fleet]] - can trade with foreigners, to produce items or money, or commit piracy, to steal items or money from [[Foreign Nations|foreigners]] or [[barbarians]].&lt;br /&gt;
* [[Forest]] - produces ten units of one rare [[Materials|material]] that are used by an [[Crafting skills#artisan|artisan]] to make magic items.&lt;br /&gt;
* [[Herb garden]] - produces fourteen herbs for use by a [[Surgical skills#physick|physick]] or [[Surgical skills#apothecary|apothecary]].&lt;br /&gt;
* [[Mana site]] - produces seven crystalized mana for use in [[spellcasting]] and [[rituals]].&lt;br /&gt;
* [[Military unit]] - can be used to enhance an Imperial army or to raid barbarian areas to produce money.&lt;br /&gt;
* [[Mine]] - produces ten units of one rare [[Materials|metal]] that are used by an [[Crafting skills#artisan|artisan]] to make magic items.&lt;br /&gt;
&lt;br /&gt;
You can never operate more than one personal resource at once. Although a group might hold more than one personal resource, each character can only own and use one personal resource. This represents the time and effort required to manage the resource.&lt;br /&gt;
&lt;br /&gt;
Although Orcs cannot purchase religious skills, they can purchase a congregation. They receive liao and votes in the Synod accordingly.&lt;br /&gt;
Personal resources can be improved to make them more effective, those resources that produce money or items will produce more when improved.&lt;br /&gt;
{{CaptionedImage|file=OrcWarband.jpg|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Campaign Resource==&lt;br /&gt;
*&#039;&#039;&#039;Any character may be allocated control of a campaign resource&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may control more than one campaign resource&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may legally only hold one Imperial title or position&#039;&#039;&#039;&lt;br /&gt;
Campaign resources are similar to personal resources, but each one is unique and they can only be acquired in play. Characters do not own campaign resources, they are assigned them as a result of the actions of characters at the event. Some Imperial titles, such as General have a campaign resource associated with them. Although you may control any number of campaign resources at once, the Imperial constitution forbids an individual from holding more than one Imperial title at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. The Imperial title of General of the 1st Marcher Army. The character with the position has control of the accompanying army and can determine its actions between events. The Imperial constitution forbids any Imperial citizen from holding two offices simultaneously, so a Marcher Senator would have to resign their position to assume this position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. The Lord of the Four Winds, an [[Eternals|Eternal]] from the realm of [[Autumn]] can choose to give control of the North Wind to a character. This campaign resource is not an Imperial title or position, so it does not affect your ability to control any other campaign resource.&lt;br /&gt;
&lt;br /&gt;
Campaign resources are unique, they may produce money or items or they may present other options for your character between events.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Changing Resources==&lt;br /&gt;
*&#039;&#039;&#039;It costs 2 crowns for a character to exchange their resource for a new one&#039;&#039;&#039;&lt;br /&gt;
If your existing character wishes to change their resource for a new one, either a different resource or the same resource in a different territory, then you can do so [mailto:admin@profounddecisions.co.uk by email] between events. Your character will be charged 2 crowns to represent the charges they incur in changing their resource. If you wish to exchange or sell your resource to another character, this also costs a total of 2 crowns.&lt;br /&gt;
&lt;br /&gt;
If you are playing a brand new character and realize you have made a genuine mistake, then we will not charge your character to change their resource. If you do not have the money in your character inventory, it is possible to change the resource by creating a debt for your character which will be automatically deducted from your character&#039;s income at following events.&lt;br /&gt;
&lt;br /&gt;
The cost to change resource still applies if you own a military unit or a fleet and wish to change territory. Both these resources include the active service and involvement of a large number of Imperial citizens. These citizens have homes, families and roots in the territory they are based in - and they do not wish to change territory even though you do.&lt;br /&gt;
&lt;br /&gt;
If a character in your group or territory dies leaving an upgraded resource and you wish to take it over in place of your own, this can be requested in the same way with the additional information of the deceased character&#039;s CID. You cannot, however, take on the resource of your own deceased character. Disputes arising during time in from such transfers will be handled IC as a [[Civil_Claims|Civil Claim]] (See also [[Will]]).&lt;br /&gt;
&lt;br /&gt;
==Conquered Territories==&lt;br /&gt;
For the sake of simplicity, we assume the most advantageous situation reasonable applies to a resource that is in a territory being fought over. So a resource is unaffected if the territory it is based in is partially controlled by barbarians - even if the barbarians control the majority of the regions in that territory such that it is not eligible to return a senator to the [[Imperial Senate]]. However if a territory is completely conquered by barbarians with every region controlled by them, then all resources in that territory suffer a 50% production penalty.&lt;br /&gt;
&lt;br /&gt;
For example, the majority of [[Holberg]] is controlled by the [[Druj]], but there is no effect on resources here, while the Empire controls one of the regions in the territory - in this case the portion of the fortified city of Holberg that remains under their control. We assume that player resources in Holberg are in the Imperial held region - or at least close enough to enjoy the benefits thereof. &lt;br /&gt;
&lt;br /&gt;
If the last region in Holberg falls to the barbarians then every resource in the territory would suffer a 50% production penalty, we assume that inventive players who are determined to hang on find some way to operate their resources and collect some portion of the wealth. How this is achieve is left to the player to decide for themselves as part of their personal story.&lt;br /&gt;
&lt;br /&gt;
As fleets and military units are mobile, they are not affected by the rules for conquered territories. Fleets and military units based in a conquered territory do not suffer a production penalty.&lt;br /&gt;
&lt;br /&gt;
Resources are used by the Imperial civil service to calculate a citizen&#039;s votes in a number of cases, most notably in the Bourse and the Synod. In these cases, the number of votes received is similarly affected.&lt;br /&gt;
&lt;br /&gt;
==Resources in other Nations==&lt;br /&gt;
It a character finds themselves owning a personal resource in another nation than their own, that resources suffers a 33% production penalty while it is under their control. This penalty reflects the natural predisposition of inhabitants of the nations of the Empire to favour trade and interaction with citizens of their nation. It affects all types of resource, including military units and fleets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Archive:379YE_Summer_Solstice_Imperial_titles&amp;diff=37245</id>
		<title>Archive:379YE Summer Solstice Imperial titles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Archive:379YE_Summer_Solstice_Imperial_titles&amp;diff=37245"/>
		<updated>2015-08-04T14:31:12Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* The senators of Dawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
This information represents the outcome of the assorted elections and appointments of [[imperial title|Imperial titles]]  at the 379YE Summer Solstice.&amp;lt;BR/&amp;gt;&lt;br /&gt;
&amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt; = an election was held and this is the new citizen holding the position &amp;lt;BR/&amp;gt;&lt;br /&gt;
&amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt; = an election was held and the current title holder remains in post &amp;lt;BR/&amp;gt;&lt;br /&gt;
&amp;lt;label type=&amp;quot;info&amp;quot;&amp;gt;Comment&amp;lt;/label&amp;gt; = Some other comment e.g. &#039;Revoked&#039; by the [[Synod]] &amp;lt;BR/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The [[Imperial Senate]]==&lt;br /&gt;
===The Freeborn senators of [[The Brass Coast]]===&lt;br /&gt;
* Senator for [[Feroz]]: Liythos i Purjo i Guerra &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&lt;br /&gt;
* Senator for [[Kahraman]]: Zamira i Covas i Erigo&lt;br /&gt;
* Senator for [[Madruga]]: Anwar i Del-Toro i Riquezza&lt;br /&gt;
* Senator for [[Segura]]: Avisena i Ezmara i Guerra&lt;br /&gt;
&lt;br /&gt;
===The senators of [[Dawn]]===&lt;br /&gt;
* Senator for [[Astolat]]: Earl Gregoire De Gauvain &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&amp;lt;label type=&amp;quot;info&amp;quot;&amp;gt;Previous Died&amp;lt;/label&amp;gt;&lt;br /&gt;
* Senator for [[Semmerholm]] Escalados deCarsenere&lt;br /&gt;
* Senator for [[Weirwater]]: Valentin Ivarovich Orzel &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The senators of [[Highguard]]===&lt;br /&gt;
* Senator for [[Bastion]]: Solomon &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&lt;br /&gt;
* Senator for [[Casinea]]: Zephram of Cantiarch’s Hold&lt;br /&gt;
* Senator for [[Necropolis]]: Adamah of the Silent Tide&lt;br /&gt;
&lt;br /&gt;
===The senators of [[The League]]===&lt;br /&gt;
* Senator for [[Holberg]]: Rossalyn Jordan &lt;br /&gt;
* Senator for [[Sarvos]]: Mirislav &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt;&lt;br /&gt;
* Senator for [[Tassato]]: Cesare Sanguineo Rezia Di Tassato &lt;br /&gt;
* Senator for [[Temeschwar]]: Gant Archama&lt;br /&gt;
&lt;br /&gt;
===The senators of [[The Marches]]===&lt;br /&gt;
* Senator for [[Bregasland]], the Dour Fens: Orrick&lt;br /&gt;
* Senator for [[Mitwold]], Pride of the Marches: Bridget Eastville &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt;&lt;br /&gt;
* Senator for [[Upwold]], The Silver Chase: Henry Ward&lt;br /&gt;
&lt;br /&gt;
===The senators of the [[Navarr]]===&lt;br /&gt;
* Senator for [[Hercynia]]: Rhain&lt;br /&gt;
* Senator for [[Miaren]]: Llewellyn Leafstalker &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&lt;br /&gt;
* Senator for [[Therunin]]: Caerwyn Summer Crow&lt;br /&gt;
&lt;br /&gt;
===The senators of [[Urizen]]===&lt;br /&gt;
* Senator for [[Morrow]]: Ariadne&lt;br /&gt;
* Senator for [[Redoubt]]: Probus of Shattered Spire &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&lt;br /&gt;
* Senator for [[Zenith]]: Cato&lt;br /&gt;
&lt;br /&gt;
===The senators of [[Varushka]]===&lt;br /&gt;
* Senator for [[Karsk]]: Radomir &lt;br /&gt;
* Senator for [[Karov]]: Maximov Strascovich &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&lt;br /&gt;
* Senator for [[Miekarova]]: Dušan Otecovna Zlata&lt;br /&gt;
* Senator for [[Volodmartz]]: Irina Kardaova Arkady&lt;br /&gt;
&lt;br /&gt;
===The senators of [[Wintermark]]===&lt;br /&gt;
* Senator for [[Hahnmark]]: Hengest Dun&lt;br /&gt;
* Senator for [[Kallavesa]]: Uskolli&lt;br /&gt;
* Senator for [[Sermersuaq]]: Atte &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt;&lt;br /&gt;
* Senator for [[Skarsind]]: Thanmir Hrafn &lt;br /&gt;
&lt;br /&gt;
===Other [[Imperial Senate]] positions===&lt;br /&gt;
* The [[Conscience of the Senate]] is Lisabetta Giacomi von Holberg&lt;br /&gt;
* The [[Advisor on orc affairs]] is Irontide Bruc &lt;br /&gt;
* The [[Imperial Master of Works|Imperial Master of Works]] is Richard Tunstall&lt;br /&gt;
* The [[Minister_of_Historical_Research|Minister of Historical Research]] is Ioseph of Phoenix Reach&lt;br /&gt;
* The [[Bursar of the Imperial Academy]] is Titus Hopkirk&lt;br /&gt;
* The [[Admiral]] &amp;lt;label type=&amp;quot;info&amp;quot;&amp;gt;Vacant Position&amp;lt;/label&amp;gt; &lt;br /&gt;
* The [[Ambassador to Asavea]] is Camilia di Traviciana di Sarvos&lt;br /&gt;
* The [[Ambassador to Jarm]] is Owsi Twice-burned &lt;br /&gt;
* The [[Advisor on the Vallorn]] is Neb&lt;br /&gt;
* The [[Crystal Architect of the Spires]] is held by Tiberius Echostorm&lt;br /&gt;
&lt;br /&gt;
===[[sinecure|Sinecures]] selected by senators===&lt;br /&gt;
* The sinecure of [[Spider&#039;s Tollkeep]] is held by Rafa&#039;eet i Contra i Guerra &lt;br /&gt;
* The sinecure of [[Keeper of the Spice Gardens]] is held by Reina i Shartha i Riquez &lt;br /&gt;
* The sinecure of [[Guardian of Britta&#039;s Shrine]] is held by Ruth of the Cenotaph in Highguard&lt;br /&gt;
* The sinecure of [[The Dredgemaster of Feverwater]], is held by Corey Brackensong&lt;br /&gt;
* The sinecure of the [[Dean of Pilgrims]] is held by Nina of Cantiarch&#039;s Hold &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&amp;lt;label type=&amp;quot;info&amp;quot;&amp;gt;First holder&amp;lt;/label&amp;gt;&lt;br /&gt;
* The sinecure of [[Custodian of the Starlight Drift]] is held by Vulpes of Endsmeet &lt;br /&gt;
* The sinecure of [[Keeper of the Memorial Gardens of Treji]] is held by Ceinwen &lt;br /&gt;
* The sinecure of [[Guardian of the Cairn]] is held by Tarqeq Icetongue &lt;br /&gt;
* The sinecure of [[Keeper of the Sapphire Stair]] is held by Domitila Sanguineo Rezia di Tassato &lt;br /&gt;
* The sinecure of [[Keeper of the Glorious Fountain]] is held by Tatiana of Auric Horizon &lt;br /&gt;
* The [[Mayor of Caricomare]] is Aria di Notturno di Sarvos &lt;br /&gt;
&lt;br /&gt;
==[[Imperial Military Council|The Military Council]]==&lt;br /&gt;
===The Generals of [[The Brass Coast]]===&lt;br /&gt;
* General Estana I Mestiere I Guerra of the [[The Brass Coast military concerns#The Red Wind Corsairs|Red Wind Corsairs]] &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt;&lt;br /&gt;
* General Zanterr i Ezmara i Erego of the [[The Brass Coast military concerns#The Fire of the South|Fire of the South]]&lt;br /&gt;
&lt;br /&gt;
===The Generals of [[Dawn]]===&lt;br /&gt;
* General Tancred de Rondell of the [[Dawn military concerns#The Hounds of Glory|Hounds of Glory]]&lt;br /&gt;
* General Starac Sijed Orzel of the [[Dawn military concerns#The Golden Sun|Golden Sun]] &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt;&lt;br /&gt;
* General Frederick Novarion of the [[Dawn military concerns#The Eastern Sky|Eastern Sky]]&lt;br /&gt;
&lt;br /&gt;
===The Generals of [[Highguard]]===&lt;br /&gt;
* General Cuth of the [[Highguard military concerns#Seventh Wave|Seventh Wave]]&lt;br /&gt;
* General Mathayus of the [[Highguard military concerns#Granite Pillar|Granite Pillar]] &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt;&lt;br /&gt;
* General Jericho of [[Highguard military concerns#The Valiant Pegasus|The Valiant Pegasus]] &lt;br /&gt;
&lt;br /&gt;
===The Generals of the [[Imperial Orcs]]===&lt;br /&gt;
* General Morgur Bloodcrow of the [[Imperial Orcs territories#The Winter Sun|Winter Sun]]&lt;br /&gt;
* General Irontide Skar of the [[Imperial Orcs territories#The Summer Storm|Summer Storm]] &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The General of [[The League]]===&lt;br /&gt;
* General Gabriel Barossa of the [[The League military concerns#The Wolves of War|Wolves of War]]&lt;br /&gt;
&lt;br /&gt;
===The Generals of [[The Marches]]===&lt;br /&gt;
* General Nedry of The Cullachs of [[Raise_Marcher_Army|High Courage]] &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&amp;lt;label type=&amp;quot;info&amp;quot;&amp;gt;First holder&amp;lt;/label&amp;gt;&lt;br /&gt;
* General Richard Talbot of the [[The Marches military concerns#The Drakes|The Drakes]] &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&lt;br /&gt;
* General Jack Flint of the [[The Marches military concerns#The Strong Reeds|Strong Reeds]]&lt;br /&gt;
* General Brianna of [[Upwold#King&#039;s Stoke|King&#039;s Stoke]] of the [[The Marches military concerns#Bounders|bounders]]&lt;br /&gt;
&lt;br /&gt;
===The Generals of [[Navarr]]===&lt;br /&gt;
* General Carr Foxden of the [[Navarr military concerns#The Black Thorns|Black Thorns]] &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt;&lt;br /&gt;
* General Merryn Farkas of the [[Navarr military concerns#The Quiet Step|Quiet step]]&lt;br /&gt;
&lt;br /&gt;
===The General of [[Urizen]]===&lt;br /&gt;
* General Nicassia Avicia of Phoenix Reach of the [[Urizen military concerns#The Army of the Citadel|Army of the Citadel]] &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Generals of [[Varushka]]===&lt;br /&gt;
* General Valentin Brossa of the [[Varushka military concerns#The Army of the Northern Eagle|Army of the Northern Eagle]] &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&lt;br /&gt;
* General Magnus of Ivarsgard of the [[Varushka military concerns#The Army of the Golden Axe|Army of the Golden Axe]]&lt;br /&gt;
&lt;br /&gt;
===The Generals of [[Wintermark]]===&lt;br /&gt;
* General Marius Fjellrevening of the [[Wintermark military concerns#The Green Shield Army|Green Shield Army]]&lt;br /&gt;
* General Vanhe Korppi of the [[Wintermark military concerns#The Fist of the Mountain|Fist of the Mountain]] &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other [[Military Council]] Positions===&lt;br /&gt;
* The [[Warmage]] is Vaan of Auric Horizon&lt;br /&gt;
* The [[Quartermaster General of the Imperial Armies]] is Irontide Rad&lt;br /&gt;
&lt;br /&gt;
==The [[Imperial Synod]]==&lt;br /&gt;
===[[Ambition]]===&lt;br /&gt;
* Cardinal Olek La Maschera Sorridente de Temeshwar of the League &lt;br /&gt;
* Gatekeeper Seraiah Armand of the Suns of Couros, Highguard &lt;br /&gt;
&lt;br /&gt;
===[[Courage]]===&lt;br /&gt;
* Cardinal Asher of Felix&#039;s Watch in Highguard &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt; &lt;br /&gt;
* Gatekeeper Agnieszka Katrinova Prochnost of Varushka &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===[[Loyalty]]===    &lt;br /&gt;
* Cardinal Jared of the Suns of Couros, Highguard&lt;br /&gt;
* Gatekeeper Oberon Caeli Rezia di Tassato of the League&lt;br /&gt;
&lt;br /&gt;
===[[Pride]]===&lt;br /&gt;
* Cardinal Elka Nadyanova Gremani of Varushka&lt;br /&gt;
* Gatekeeper Lady Josephine Novarion of Dawn &lt;br /&gt;
&lt;br /&gt;
===[[Prosperity]]===&lt;br /&gt;
* Cardinal Edythe Dunne of Wintermark &lt;br /&gt;
* Gatekeeper Wilhemina Maryenkovich Poltova of Varushka &lt;br /&gt;
&lt;br /&gt;
===[[Vigilance]]===&lt;br /&gt;
* Cardinal Silas of the Suns of Couros, Highguard &lt;br /&gt;
* Gatekeeper Nikolovich Drakov of Varushka &lt;br /&gt;
&lt;br /&gt;
===[[Wisdom]]===&lt;br /&gt;
* Cardinal Agnetha De Rondell of Dawn &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt; &lt;br /&gt;
* Gatekeeper Livia Cascade of Urizen &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===[[The Way]]===&lt;br /&gt;
* Bishop Beodun Snowlock of Wintermark &lt;br /&gt;
* [[Conscience of the Senate]] - Lisabetta Giacomi von Holberg of the League&lt;br /&gt;
&lt;br /&gt;
===Other Synod positions===&lt;br /&gt;
&lt;br /&gt;
* The post of [[High Exorcist]] is held by Solas of Urizen&lt;br /&gt;
* The post of [[Auditor of Senatorial Accountability]] is held by Sargon of Felix&#039;s Watch, Highguard &lt;br /&gt;
* The post of [[Imperial Inquisitor]] is held by Severin Teyhard von Holberg of the League &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt; &lt;br /&gt;
* The post of [[Custodian of the Imperial War Memorial]] is held by Ira of Felix&#039;s Watch, Highguard&lt;br /&gt;
* The post of [[Imperial Chaplain Consular]] is held by Hywel Summercrow of Navarr&lt;br /&gt;
&lt;br /&gt;
==The [[Imperial Conclave]]==&lt;br /&gt;
===[[Archmage|Archmagi]]===&lt;br /&gt;
* Iulian Shatterspire is [[Archmage]] of Spring&lt;br /&gt;
* Corvus of Auric Horizon is [[Archmage]] of Summer&lt;br /&gt;
* Maurice de Gauvain is [[Archmage]] of Autumn&lt;br /&gt;
* Cyrus Skybreaker is [[Archmage]] of Winter&lt;br /&gt;
* Mari Linkforge is [[Archmage]] of Day&lt;br /&gt;
* Pavel is [[Archmage]] of Night&lt;br /&gt;
&lt;br /&gt;
===[[Grandmaster|Grandmasters of the Orders]]===&lt;br /&gt;
* Grandmaster of the [[Celestial Arch|Order of the Celestial Arch]] Marius Auricspire&lt;br /&gt;
* Grandmaster of the [[Golden Pyramid|Order of the Golden Pyramid]] Faustus &lt;br /&gt;
* Grandmaster of the [[Rod and Shield|Order of the Rod and Shield]] Raewynn Stormwise&lt;br /&gt;
* Grandmaster of the [[Sevenfold Path|Order of the Sevenfold Path]] Jessica of [[Highguard]] &lt;br /&gt;
* Grandmaster of the [[Shuttered Lantern|Order of the Shuttered Lantern]] Dimitri Ivanovich Ionescu of [[Varushka]]&lt;br /&gt;
* Grandmaster of the [[Unfettered Mind|Order of the Unfettered Mind]] Kyra of Halcyon Spire &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;New&amp;lt;/label&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other [[Conclave|Imperial Conclave]] Positions===&lt;br /&gt;
* Eudaemon of Halcyon  serves as [[Dean of the Lyceum]]&lt;br /&gt;
* Iago Melfizzi of the League serves as [[Bursar of the Conclave]]&lt;br /&gt;
* Cyrus, son of Felix of Highguard serves as [[Imperial Magus]] &lt;br /&gt;
&lt;br /&gt;
==The [[Imperial Bourse]]==&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Bourse#Imperial Bourse Positions|Imperial Bourse Positions]]===&lt;br /&gt;
* The [[Imperial Bourse#The Arratan Gamble|Arratan Gamble]] is held by Tomas Talbot (165 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#The Brilliant Star|Brilliant Star]] is held by Tobias Shanks (240 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#The Canterspire Circle|Canterspire Circle]] is held by Falko of the Butchers Bank (265 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#The Damation Cliffs|Damation Cliffs]] are held by Giacomo Carvinoscurro (170 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#The Fortress of Salt|Fortress of Salt]] is held by Lorenzo “La Volpe” Macelliao von Temeschwar (305 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#The Golden Trees of Seren|Golden Trees of Seren]] are held by Reznik von Temeshwar (303 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#The Great Mine of Briante|Great Mine of Briante]] is held by Feran (215 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#The Heartwood of the Great Vale|Heartwood of the Great Vale]] is held by Horsa Tyrshalt (310 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#The Hunt of Alderei the Fair|Hunt of Alderei the Fair]] is held by Asael of Cantiarch&#039;s Hold (200 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#The Night Quarry|Night Quarry]] is held by Lukash Biessek von Temeshwar   (170 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#The Scorrero Nets|Scorrero Nets]] are held by Douggie the Wood &lt;br /&gt;
* The [[Imperial Bourse#The Singing Caves|Singing Caves]] are held by Ricardo Almieda Desmondo di Tasetto (400 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#Sutton Stone Quarries|Sutton Stone Quarries]] are held by Eanwyn Dunning (155 Thrones)&lt;br /&gt;
* The [[Imperial Bourse#Syrene&#039;s Wisdom|Syrene&#039;s Wisdom]] is held by Kendrick Tyke &lt;br /&gt;
* The [[Imperial Bourse#The Weirwater Vales|Weirwater Vales]] are held by Landon of Longridge (280 Thrones)&lt;br /&gt;
&lt;br /&gt;
* The [[Imperial Bourse#The Great Forest at Reikos|Great Forest at Reikos]] is held by the [[Druj]] and will not be auctioned until [[Reikos]] is one again an Imperial territory&lt;br /&gt;
* The [[Imperial Bourse#The Great Pits of Ennerlund|Great Pits of Ennerlund]] were held by the [[Druj]] but require repairing before allocation now [[Holberg]] is once again an Imperial territory.&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Bourse#National Bourse Positions|National Bourse Positions]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Imperial_Bourse#The_Broken_Shore_Bounty|The Broken Shore Bounty]] ([[The Brass Coast|Brass Coast]]) is held by Karlos i Shartha i Riqueza&lt;br /&gt;
* The [[Imperial Bourse#The Regario Dossier|Regario Dossier]] ([[The League|League]]) is held by Rodrigo Barrosa &lt;br /&gt;
* The [[Imperial Bourse#The Master of The Imperial Mint|Master of the Imperial Mint]] ([[The League|League]]) is Fererro &lt;br /&gt;
* The [[Imperial Bourse#The Thimble|Thimble]] ([[Navarr]]) is held by Idris Eternal&lt;br /&gt;
* The [[Imperial Bourse#The Steel Fist|Steel Fist]] ([[Imperial Orcs]]) is held by Irontide Kul &lt;br /&gt;
* The [[Imperial Bourse#The Legacy|Legacy]] ([[Urizen]]) is held by Sibella&lt;br /&gt;
* The [[Imperial Bourse#The Eternal Shafts of Time|Eternal Shafts of Time]] ([[Varushka]]) are held by Tomasz Strascovich&lt;br /&gt;
* The [[Imperial Bourse#The Granites of Veltsgorsk|Granites of Veltsgorsk]] ([[Varushka]]) are held by Zlatimir Prochnost&lt;br /&gt;
* The [[Imperial Bourse#The Stonefield Ice Caves|The Stonefield Ice Caves]] ([[Wintermark]]) is held by Ogmundr Kaldrheim &lt;br /&gt;
* The [[Imperial Bourse#The Brilliant Shore|Brilliant Shore]] ([[Wintermark]]) is held by Aelfric Kreftirnar&lt;br /&gt;
&lt;br /&gt;
===Mercantile Investments===&lt;br /&gt;
* Hamnett of Gallowdale is [[Bailiff of the Grand Market]]&lt;br /&gt;
* Jaoquin i Shartha i i Riqueza is [[Dhomiro of the Cinnabar Hills]]&lt;br /&gt;
* Paloma i Taziel i Riquez is [[Mistress of the Glass Parador]]&lt;br /&gt;
* Dieter Angelovic is the [[Custodian of the Assayer&#039;s Guild]] &lt;br /&gt;
* Bayan Zayden Riqueza is the [[Vizier_of_the_Incarnadine_Satchel|Vizier of the Incarnadine Satchel]] &lt;br /&gt;
&lt;br /&gt;
===Other Bourse Positions===&lt;br /&gt;
* Octavius of Auric Horizon is [[Provost of the Halls of Knowledge]]&lt;br /&gt;
* [[Create_title_of_trade_envoy|Foreign Trade Envoy]] to the [[Principalities of Jarm]] is currently vacant &lt;br /&gt;
&lt;br /&gt;
* [[Create_title_of_trade_envoy|Foreign Trade Envoy]] to [[Faraden]] is Roberto Murdochi di Sarvos&lt;br /&gt;
* [[Create_title_of_trade_envoy|Foreign Trade Envoy]] to the [[Asavean Archipelago]] is Adrianna Donati di Sarvos&lt;br /&gt;
* [[Create_title_of_trade_envoy|Foreign Trade Envoy]] to the [[Commonwealth]] is Jonah Yakovitch&lt;br /&gt;
* [[Create_title_of_trade_envoy|Foreign Trade Envoy]] to the [[Sumaah Republic]] is Aedred apMagor of Wintermark.&lt;br /&gt;
* [[Appoint_Envoy_to_Axos|Foreign Trade Envoy]] to the [[Axos]] is Valimar Clarev Parakgoosier Bashnya.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* The [[Miaren#Brock.27s_Toll|Operator of Brock&#039;s Toll]] is Robert Shanks &amp;lt;label type=&amp;quot;success&amp;quot;&amp;gt;Incumbent&amp;lt;/label&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Recent history]]&lt;br /&gt;
* [[Permanent titles]]&lt;br /&gt;
&lt;br /&gt;
[[Category: 379YE]]&lt;br /&gt;
[[Category:Imperial History]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sing_a_sad_song&amp;diff=37159</id>
		<title>Sing a sad song</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sing_a_sad_song&amp;diff=37159"/>
		<updated>2015-07-22T11:56:28Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Unilaterally added the song, as everyone was asking about the lyrics; someone will probably come and fix this / give it its own page later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;ic&amp;gt;&amp;quot;They say that you abandoned your post Hugh - you were left guarding the south road and yet you were gone half the day. As such I am charging you with dereliction of duty. How do you plead?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Guilty, magistrate - but I wish to submit a plea of clemency.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see. I assume the troubadour intends to speak on your behalf?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do magistrate, thank you. I am Ser Eddard and Hugh is part of my congregation. As you will be aware magistrate, it is not unknown for sentries to slip away from their post on occasion, but usually it is to enjoy a game of dice with a fellow soldier or else the comfort of a welcoming pair of arms in some brothel. On this occasion though I swear to you that Hugh was with myself, and his thoughts were only for his immortal soul.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see. That does sounds pious. Perhaps you can enlighten me as to the virtue of that action Ser Eddard? I assume you have some claim to that?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah... yes... the virtues... yes. It&#039;s the birds you see, lovely creatures to be sure - but their song is desperately sad. And Hugh&#039;s sister, Elaine, was killed by the Druj near a decade ago fighting in the Barrens. And he&#039;s been hearing that mournful song for days now and when you hear the words you just can&#039;t help thinking about all the people we&#039;ve lost. Now Elaine (that&#039;s his sister) was the one in the family everyone was sure would pass the test, and poor Hugh has always looked up to her...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The virtues troubadour&amp;quot;, the magistrate interrupted, cutting the priest off mid sentence. &amp;quot;A plea of clemency must make the case for the virtue of the guilty person&#039;s actions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quite so, quite so! So Hugh was wise to come and talk to me... because I was able to help him by reminding him of how his sister would have wanted him to stay at his post. And he showed great loyalty to his sister in wanting me to compose a song for her. And it was prosperous because he was then able to return to his position. And brave because we are all in grave danger of being attacked by the Druj.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank you Ser Eddard, you have helped me to see clearly what role the virtues must have played in Hugh&#039;s action.&amp;quot; The Highborn magistrate paused for a moment to adopt a stentorious tone. &amp;quot;Hugh of Ellotry - you are guilty of dereliction of duty. I fine you four crowns and order you to stand the watch every night for the next month. In future I recommend you listen less to fine words that move your soul - no matter who sings them - and more to the orders of your commanding officer. Perhaps then neither your soul nor your feet will move.&amp;quot; &amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenSun.jpg |align=right|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
While the [[Knights of Glory|Knights of Eleonaris]] support the [[Dawn_military_concerns#The Eastern Sky|Eastern Sky]] (albeit grudgingly), a stranger set of creatures attend [[Dawn_military_concerns#The Golden Sun|the Golden Sun]] as they hunt the [[Druj]] through the forests of [[Holberg]]. Issuing forth from a Night [[regio]] somewhere in the depths of [[Semmerholm#Axmure|Axmure]], a stream of brightly coloured bird-heralds of [[Lashonar]] proceed joyfully up the road to Holberg to meet up with the army. &lt;br /&gt;
&lt;br /&gt;
Deftly avoiding any entanglement in the sordid business of violence, they instead infest every camp-fire and baggage train, a haunting refrain on their beaks - a new song apparently commissioned from Lashonar himself, a song of [[Glory]], of lost love, of death in each others arms ...&lt;br /&gt;
&lt;br /&gt;
Lashonar is not an eternal of Summer, but of Night; his song is excellent at communicating its message, as one might expect from Lashonar the Loquacious, and also at tugging at the heart-strings and provoking emotional responses. Unfortunately, these intoxicating emotional responses are primarily contemplative, or downright sorrowful. They do nothing to kindle determination or encourage enthusiasm for the war. Hardly an ideal sitaution when facing a foe such as the Druj, no strangers to provoking their own emotional responses in the Imperial troops.&lt;br /&gt;
==Significance==&lt;br /&gt;
The general effect of the song appears to be driving soldiers into the arms of religion - or the arms of the innkeepers and other givers of comfort. Attendance among Holberg [[congregation|congregations]] is gradually creeping up as soldiers manage to find time away from the front to attend to their immortal souls, the condition of which they have been driven to heavily contemplate due to the reminder of their likely upcoming bodily demise.&lt;br /&gt;
&lt;br /&gt;
If the song continues to spread, it will have a detrimental impact on the operational effectiveness of the Golden Sun and every [[Imperial army]] in the same [[territory]], reducing their combat effectiveness by 5%.&lt;br /&gt;
&lt;br /&gt;
There are some benefits to the songs, as the soldiers seek out priests or alehouses to cheer their soul. Congregations in the territory will receive two extra votes and an extra dose of [[liao]] while every [[business]] in the territory would gain an extra 18 rings.&lt;br /&gt;
&lt;br /&gt;
The influence of and [[eternal]] is often complex and unpredictable; they may be countered - or encouraged - in many different ways by individuals acting alone or by appropriate action of one of the [[Imperial Senate|Senate]], [[Imperial Synod|Synod]], [[Imperial Conclave|Conclave]] or similar body. Civil servants in the Hub are ready to provide advice and costings for any [[Senate_motion|Senate motions]], Conclave [[declaration]] or Synod Judgements that might theoretically be passed. &lt;br /&gt;
&lt;br /&gt;
== Song ==&lt;br /&gt;
&lt;br /&gt;
[http://www.profounddecisions.co.uk/mediawiki-public/images/music/daisy/weirwater.mp4| The Wind From Weirwater]&lt;br /&gt;
&lt;br /&gt;
Silent is the air tonight, and all the world&#039;s asleep&amp;lt;br&amp;gt;&lt;br /&gt;
Here beneath the midnight sky I sit alone and weep &amp;lt;br&amp;gt;&lt;br /&gt;
For loves I&#039;ve had, and loves I&#039;ve lost, and loves that ne&#039;er shall be&amp;lt;br&amp;gt;&lt;br /&gt;
And I long in vain to hear the wind; wind that brings your voice to me&lt;br /&gt;
&lt;br /&gt;
Many sweet and tender nights we spent beneath the moon&amp;lt;br&amp;gt;&lt;br /&gt;
Before I wore the golden sun and you took up the loom&amp;lt;br&amp;gt;&lt;br /&gt;
You swore you&#039;d keep your true love&#039;s vow though wed we&#039;d ne&#039;er could be&amp;lt;br&amp;gt;&lt;br /&gt;
And on the wind from Weirwater, you would send your love to me&lt;br /&gt;
&lt;br /&gt;
Oh far across the land I roved, upon my errant&#039;s quest&amp;lt;br&amp;gt;&lt;br /&gt;
And little thought of home, or of the one who loved me best&amp;lt;br&amp;gt;&lt;br /&gt;
But Glory was a shining star I never quite could hold&amp;lt;br&amp;gt;&lt;br /&gt;
Until at last I found the sun, turned to lead instead of gold.&lt;br /&gt;
&lt;br /&gt;
Now parting weighs upon my heart , grown heavy with the years&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;ll return to Weirwater, to salt the lake with tears&amp;lt;br&amp;gt;&lt;br /&gt;
For silent lies the air tonight, the wind at last is still&amp;lt;br&amp;gt;&lt;br /&gt;
And I long in vain to hear your voice, knowing never more I will&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Recent History]]&lt;br /&gt;
[[Category:379YE]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Materials&amp;diff=30027</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Materials&amp;diff=30027"/>
		<updated>2014-11-20T22:13:38Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Iridescent Gloaming */ tough on apostrophe crime, tough on the causes of apostrophe crime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Skills#Artisan|Artisans]] use rare metals and natural materials to create [[magical items]]. Small amounts of these precious materials are produced by [[Resource overview#Personal Resource|personal resources]] controlled by players and provided to them at the start of every Profound Decisions Empire event that they attend. If you choose a mine or a forest for your personal resource then you must choose one of the eight standard materials for your resource to produce. &lt;br /&gt;
&lt;br /&gt;
==Metals==&lt;br /&gt;
A mine produces ten units of one of these four metals. Mines can be upgraded to produce small amounts of the other three metals.&lt;br /&gt;
{{CaptionedImage|file=orichalcum.jpg|align=right|width=200}}&lt;br /&gt;
===Orichalcum===&lt;br /&gt;
This lustrous red mineral is most commonly mined at high altitudes, but exists throughout the Empire. It is tough, with a moderate melting point, and when polished looks a lot like gold. It is alloyed with iron to create orichalcum steel, or used in its pure form for inlays and other decorations. As with gold and silver, it can be used to create embroidery thread, although it is more commonly used in the form of jewellery pieces or buttons.&lt;br /&gt;
&lt;br /&gt;
Orichalcum is valued for creating things that break or pierce, and for dissipating powerful blows. It is resistant to normal damage, and does not rust.&lt;br /&gt;
&lt;br /&gt;
Ingots of orichalcum are stamped with the symbol of a shield.&lt;br /&gt;
{{CaptionedImage|file=tempestjade.jpg|align=right|width=200}}&lt;br /&gt;
===Tempest Jade===&lt;br /&gt;
This hard stone is prized for its translucency and beauty. It shares the same broad range of colouration found in other classes of jade but is especially translucent. Cloudy imperfections may form within the stone that cause it to change colour, or that shift in intensity over time; these &#039;tempest clouds&#039; are part of what gives the material it&#039;s name. &lt;br /&gt;
&lt;br /&gt;
It is found in small deposits usually along with other hard stones. It is polished and carefully shaped and cut to provide decoration in a variety of crafts, especially in the form of jewellery. &lt;br /&gt;
&lt;br /&gt;
Tempest Jade needs to be worked with care; mishandling the material causes it to splinter, sometimes violently. Artisans sometimes splinter tempest jade intentionally; the resulting splinters are further broken down to create a fine, abrasive dust that is used for polishing metal or finishing wood or leather. Materials finished with tempest jade end up with infinitesimal pieces of the stone embedded in their fabric.&lt;br /&gt;
&lt;br /&gt;
Chunks of tempest jade are scored with a lightning bolt symbol.&lt;br /&gt;
{{CaptionedImage|file=greeniron.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
===Green Iron===&lt;br /&gt;
This dark mineral is very soft, but has a high melting point. It is found in both iron and copper deposits. Improperly treated it creates a very brittle form of iron. Alloyed carefully with the correct proportions it produces a lightweight steel - even lighter than common mithril - that is supernaturally responsive to the needs of the wielder. &lt;br /&gt;
&lt;br /&gt;
It is most commonly used in making weapons and heavy and medium armour. It is also used with copper to create jewellery, and the ore can be broken down to create glazes for ceramics and for glass, as well as a particularly fine green, blue and brown dyes. &lt;br /&gt;
&lt;br /&gt;
Processed green iron ingots ten to be lighter in colouration than the raw ore, and are stamped with a sword symbol.&lt;br /&gt;
{{CaptionedImage|file=weltsilver.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
===Weltsilver===&lt;br /&gt;
This is a precious metal found in veins of reddish, glistening ore that look like bleeding wounds in the rock.  Legend says it is the blood of giants or first men that fell on the ground during some titanic battle. It is commonly found near deposits of other precious metals. Once refined it appears similar to silver, but more lustrous, and a little heavier. It is quite malleable, and has the fascinating quality of both warming up quite slowly and cooling down very quickly.&lt;br /&gt;
&lt;br /&gt;
Weltsilver is very effective at shaping, directing and channelling living energies, but it is also quite resilient and flexible. By itself it is easily damaged, and is commonly alloyed with other materials. Alloyed with iron it creates particularly pale, reflective steel. It is most commonly mixed with gold or copper to create valuable, lightweight metals that are highly decorative. It is also suitable for making thread employed in &amp;quot;gold work&amp;quot; for embroidering banners, cloth and some lightweight armours.&lt;br /&gt;
&lt;br /&gt;
Ingots of weltsilver are stamped with a blood-droplet symbol.&lt;br /&gt;
&lt;br /&gt;
==Natural Materials==&lt;br /&gt;
A forest produces ten units of one of these four natural materials. Forests can be upgraded to produce small amounts of the other three materials.&lt;br /&gt;
{{CaptionedImage|file=ambergelt.jpg|align=right|width=200}}&lt;br /&gt;
===Ambergelt===&lt;br /&gt;
Ambergelt or living amber is a soft, resinous material that is carefully extracted from a living tree. Like amber it is found in various colours, and often contains preserved insects as inclusions. It is almost liquid when first extracted, but sets to become a tough, smooth material within a few minutes. It is used most often as decoration, but it can also be dissolved in strong alcohol to create a resinous varnish that adds a deep lustre to wood and leather.&lt;br /&gt;
&lt;br /&gt;
Ambergelt can be carefully shaped and moulded. It is used when crafting items that slow, surround or encase living creatures. It is also sometimes called worldblood, and has some healing and preservational properties.&lt;br /&gt;
&lt;br /&gt;
Measures of ambergelt are stamped with a wasp symbol.&lt;br /&gt;
{{CaptionedImage|file=beggarslye.jpg|align=right|width=200}}&lt;br /&gt;
===Beggar&#039;s Lye===&lt;br /&gt;
Ashes created by burning the dried wood of the rare beggarwood tree have a number of exotic alchemical properties that make them much in demand among crafters. Mixed with water, it creates a powerful lye solution that removes impurities and helps to tan hides, bleach cloths and quench metals. Mixed with pine resin, it produces a flammable material that can be used to heat forges and furnaces to very high temperatures. &lt;br /&gt;
&lt;br /&gt;
The resulting caustic material removes impurities from other materials; it can be employed to make soft things harder and hard things softer for a short period after immersion or quenching, allowing many materials to be shaped more easily. Cloth bleached with beggar&#039;s lye will take other pigments exceptionally well, for example, and leather hides tanned in a solution of beggar&#039;s lye are particularly durable.&lt;br /&gt;
&lt;br /&gt;
The fumes from Beggar&#039;s Lye are poisonous, and unless precautions are taken will cause breathing difficulties and damage eyesight over time. Those who work extensively with the material often have bleached skin or scars from acidic burns. &lt;br /&gt;
&lt;br /&gt;
Measures of beggar&#039;s lye are sealed in ceramic bottles stamped with a skull symbol.&lt;br /&gt;
{{CaptionedImage|file=dragonbone.jpg|align=right|width=200}}&lt;br /&gt;
===Dragonbone===&lt;br /&gt;
Sometimes called &#039; Worldmarrow&#039; this is a soft material that resembles petrified bone or wood. Deposits are found in soil, especially around living trees. It can be carefully shaped and crafted when exposed to heat, but melts rather than burns. It shares many properties of clay or ceramic. It is a truly magical material that is often characterised as being “alive” in some indefinable way, despite being quite clearly inanimate.&lt;br /&gt;
&lt;br /&gt;
Treated correctly it can take on a variety of colours, most commonly ivory white, tan or golden-brown. Once it has been shaped and set, it is quite difficult to damage by mundane means. It is most valued as a material that enhances and modifies the process of creating bonds - it is used in many items that allow multiple individuals to bond to them (such as banners and coven stones) or in items that “split” a single bond (such as paired items). &lt;br /&gt;
&lt;br /&gt;
It is also favoured by followers of the Imperial Faith as a material that resonates well with spiritual energies.&lt;br /&gt;
&lt;br /&gt;
Measures of dragonbone are carefully stamped with a dragon-head symbol,&lt;br /&gt;
{{CaptionedImage|file=iridescentgloaming.jpg|align=right|width=200}}&lt;br /&gt;
===Iridescent Gloaming===&lt;br /&gt;
Iridescent gloaming is a powerful dye produced as a by-product in the manufacture of Rainbow Silk, a strong thread that is valuable both for embroidered decorations and for making beautiful cloth. The thread is tough and hard to snap or sever, requiring steady application of pressure to cut making it highly prized.&lt;br /&gt;
&lt;br /&gt;
The silk is spun from the cocoons of the [[Mundane beasts#Iridescent Butterfly|iridescent butterfly]], a gorgeous insect with rainbow coloured wings that is uniquely active both during the day and at night. By day, the iridescent butterfly appears pale and drab – wings are usually white, ivory or light pastel shades. By night however, the true beauty of the iridescent butterfly is revealed – the wings become bright and luminous, shifting colour in seemingly random patterns, creating gorgeous displays in Summer and early Autumn as they dance among the twilight groves where their caterpillars feed. The butterfly does not prosper in the climate of the Empire and requires careful attention. It breeds most successfully in the Lands of Silk and Spice, where it is said that these creatures swarm in such profusion that they can transform night to day. &lt;br /&gt;
&lt;br /&gt;
Iridescent gloaming is produced from the remnants of the cocoons which are ground down to produce a thick waxy substance. Iridescent gloaming has an almost magical quality that allows it to take on different colours in the hands of a skilled artisan and is noted for its use in creating exquisite embroidery, or as a colour wash for leather. Its peculiar magical properties make it a common component in items that use magic or produce magical effects.&lt;br /&gt;
&lt;br /&gt;
The iridescent butterfly is used as a symbol by many [[Weaver cabal|Dawnish weaver cabals]], and a bottle of iridescent gloaming is usually stamped with a butterfly symbol.&lt;br /&gt;
&lt;br /&gt;
==Ilium==&lt;br /&gt;
Ilium is an incredibly rare mineral that falls from the sky. In any given year very little Ilium actually falls, but it has been falling for a very long time indeed. It is primarily found in three places; deep underground, under the sea and occasionally in craters - the latter very rarely indeed.&lt;br /&gt;
&lt;br /&gt;
Sometimes called star metal, Ilium is a pale, dull metal that when polished up looks quite a lot like platinum. It is always cool to the touch, and is almost impervious to heat – it is difficult and time consuming to work. However, [[Crafting skills#Artisan|artisans]] who work with Ilium are prepared to put in the extra effort because this exceptionally valuable material allows them to extend the lifespan of their crafted items indefinitely and create [[Artefacts|artefacts]].&lt;br /&gt;
&lt;br /&gt;
Ilium is also in demand by ritualists (it can be used to [[Ritual use of ilium|extend the duration]] of a ritual [[enchantment]] or [[curse]]), and by some apothecaries (properly treated it infuses certain preparations with raw power). One of the most valuable pieces of jewellery one can own is a ring of Ilium – indeed, it is often measured in terms of the amount required to make a ring. &lt;br /&gt;
&lt;br /&gt;
There is not much Ilium in the Empire, but deposits are occasionally discovered in mines or preserves. Ilium in Empire is produced by [[Resource overview#campaign resources|campaign resources]], most of which are assigned to the Bourse. Discovering a deposit of Ilium has made several fortunes for lucky mine owners, divers and farmers.&lt;br /&gt;
&lt;br /&gt;
==Common Metals==&lt;br /&gt;
Copper and iron are common throughout the Empire and frequently alloyed with other metals to make weapons and armour. Alloys of these metals like bronze, brass and steel are hard and tough; they make equally effective weapons and armour that commonly count as [[Combat#Heavy Armour|heavy armour]] in Empire.&lt;br /&gt;
&lt;br /&gt;
In addition to copper and iron, Imperial smiths frequently use mithril. Alloys of mithril are exceptionally light but they are not as hard or tough as copper or iron. Any phys-rep of armour which is made from aluminium or titanium is considered to be a mithril alloy in Empire and counts as &lt;br /&gt;
[[Combat#Medium Armour|medium armour]].&lt;br /&gt;
&lt;br /&gt;
All three materials are sufficiently common that any character can own a weapon or suit of armour made of a copper, iron or mithril alloy, provided they have the phys-rep.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Before_the_Throne_of_Estavus&amp;diff=26949</id>
		<title>Before the Throne of Estavus</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Before_the_Throne_of_Estavus&amp;diff=26949"/>
		<updated>2014-06-25T13:24:41Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Common Elements */ a saxophone is not a common element in this ritual&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Autumn|6}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} This ritual targets an opaque container.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
When the ritual is performed, the ritualists put any number of ingots or measures of [[Materials|special materials]] in an opaque container. At the completion the contents disappear, presented to the factotum of [[Estavus]], an Autumn [[Eternals|eternal]] who is always hungry for raw materials from the mortal realm.&lt;br /&gt;
&lt;br /&gt;
It will take at least an hour for anything to happen, potentially longer. After this time, when the box is opened, it will contain a single pouch of ashes from the fire-mountain Shikal for every five ingots or measures of raw materials offered in tribute.&lt;br /&gt;
&lt;br /&gt;
Each pouch of ash can be used as part of an Autumn ritual as if it were up to three crystals of mana. All the ashes in a pouch are consumed regardless of how much is needed, but the pouch can be passed among multiple magicians who are contributing to the ritual if desired.&lt;br /&gt;
&lt;br /&gt;
The ashes have no use in spellcasting, or in the rituals of other realms.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The [[Eternals|Eternal]] [[Estavus]], called &#039;&#039;the Forgemistress&#039;&#039;, is always hungry for rare materials from the mortal realm. This ritual represents a binding covenant between the Eternal and mortal magicians - in return for the raw materials she desires, she provides them with the magical ashes which she has in abundance. The ashes are only useful for Autumn rituals, but they allow a [[Groups#Covens|coven]] with a surfeit of special materials to convert their surplus into additional ritual power.&lt;br /&gt;
&lt;br /&gt;
The ritual becomes more economical the more ingots are transferred at once, and unlike similar rituals the magnitude does not increase as the number of materials transferred increases. Before he became interested in the [[Tribute to the Thrice-Cursed Court]] ritual, the [[The League|Freeborn]] scholar Serval i Riqueza of the [[Unfettered Mind]] spent a year (and a small fortune in ingots from his family&#039;s [[Materials#Green Iron|green iron]] [[mine]]) exploring the way this ritual worked. He concluded that, like [[Missive for Sadogua]], the ritual could theoretically have been designed at a lower magnitude if it&#039;s only purpose was to send materials to an Eternal. He theorised that the additional magnitude existed to ensure a small &#039;profit&#039; for Estavus, but that without the extra magnitude the exchange would not be binding - the Autumn Eternal would be free to simply take the ingots or measures and provide nothing in return. The additional mana and magnitude make the ritual a &#039;formal&#039; exchange. He also commented in his footnotes that he appreciated the symmetry that a pouch of the ashes of Shikal was exactly sufficient to allow a single casting of this ritual, and mused that this was probably not a coincidence.&lt;br /&gt;
&lt;br /&gt;
Some magicians dislike the overtones of submission in the name of this ritual, and prefer to call it &#039;&#039;The Slopes of Mount Shikal&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
&lt;br /&gt;
A box or sack, often of rare woods. fine silk or velvet, is the obvious focus used with this ritual, The container is often inscribed with the rune [[Lann]], or with symbols of weights and scales. Ink and parchment may be used to write down the exact contents of the box and the expected return in pouches of ashes, and transferred along with the ingots. Often the ritualists weigh and measure the ingots carefully before they place them in the container, to ensure that everything is above board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Before_the_Throne_of_Estavus&amp;diff=26947</id>
		<title>Before the Throne of Estavus</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Before_the_Throne_of_Estavus&amp;diff=26947"/>
		<updated>2014-06-25T13:24:15Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Description */ get your bonus commas here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Autumn|6}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} This ritual targets an opaque container.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
When the ritual is performed, the ritualists put any number of ingots or measures of [[Materials|special materials]] in an opaque container. At the completion the contents disappear, presented to the factotum of [[Estavus]], an Autumn [[Eternals|eternal]] who is always hungry for raw materials from the mortal realm.&lt;br /&gt;
&lt;br /&gt;
It will take at least an hour for anything to happen, potentially longer. After this time, when the box is opened, it will contain a single pouch of ashes from the fire-mountain Shikal for every five ingots or measures of raw materials offered in tribute.&lt;br /&gt;
&lt;br /&gt;
Each pouch of ash can be used as part of an Autumn ritual as if it were up to three crystals of mana. All the ashes in a pouch are consumed regardless of how much is needed, but the pouch can be passed among multiple magicians who are contributing to the ritual if desired.&lt;br /&gt;
&lt;br /&gt;
The ashes have no use in spellcasting, or in the rituals of other realms.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The [[Eternals|Eternal]] [[Estavus]], called &#039;&#039;the Forgemistress&#039;&#039;, is always hungry for rare materials from the mortal realm. This ritual represents a binding covenant between the Eternal and mortal magicians - in return for the raw materials she desires, she provides them with the magical ashes which she has in abundance. The ashes are only useful for Autumn rituals, but they allow a [[Groups#Covens|coven]] with a surfeit of special materials to convert their surplus into additional ritual power.&lt;br /&gt;
&lt;br /&gt;
The ritual becomes more economical the more ingots are transferred at once, and unlike similar rituals the magnitude does not increase as the number of materials transferred increases. Before he became interested in the [[Tribute to the Thrice-Cursed Court]] ritual, the [[The League|Freeborn]] scholar Serval i Riqueza of the [[Unfettered Mind]] spent a year (and a small fortune in ingots from his family&#039;s [[Materials#Green Iron|green iron]] [[mine]]) exploring the way this ritual worked. He concluded that, like [[Missive for Sadogua]], the ritual could theoretically have been designed at a lower magnitude if it&#039;s only purpose was to send materials to an Eternal. He theorised that the additional magnitude existed to ensure a small &#039;profit&#039; for Estavus, but that without the extra magnitude the exchange would not be binding - the Autumn Eternal would be free to simply take the ingots or measures and provide nothing in return. The additional mana and magnitude make the ritual a &#039;formal&#039; exchange. He also commented in his footnotes that he appreciated the symmetry that a pouch of the ashes of Shikal was exactly sufficient to allow a single casting of this ritual, and mused that this was probably not a coincidence.&lt;br /&gt;
&lt;br /&gt;
Some magicians dislike the overtones of submission in the name of this ritual, and prefer to call it &#039;&#039;The Slopes of Mount Shikal&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
&lt;br /&gt;
A box or saxk, often of rare woods. fine silk or velvet, is the obvious focus used with this ritual, The container is often inscribed with the rune [[Lann]], or with symbols of weights and scales. Ink and parchment may be used to write down the exact contents of the box and the expected return in pouches of ashes, and transferred along with the ingots. Often the ritualists weigh and measure the ingots carefully before they place them in the container, to ensure that everything is above board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ephisis%27_Scale&amp;diff=26946</id>
		<title>Ephisis&#039; Scale</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ephisis%27_Scale&amp;diff=26946"/>
		<updated>2014-06-25T13:22:16Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Description */ fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Autumn|4}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} It targets an opaque container.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
When the ritual is performed, the ritualists put any amount of unliving material inside an opaque container up to 8&amp;quot; by 8&amp;quot; by 8&amp;quot; maximum volume. After casting the container is left closed; the contents have been conveyed elsewhere. &lt;br /&gt;
&lt;br /&gt;
It will take at least an hour for anything to happen, potentially longer. Ritualists may receive a prompt when the box is no longer empty; when the box is opened, there is something new there.&lt;br /&gt;
&lt;br /&gt;
The ritualists at this point have two choices; remove and keep the items, or refuse the trade and close the box again. The ritualists have a short time to examine and evaluate the poffered trade before making a decision, but they cannot keep only some of the goods - it is an all-or-nothing proposition. If the box is closed, the contents will be swapped back for the original item(s) over a short period.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This ritual allows magicians to engage in measured trade with the Realm of Autumn, specifically with the [[Eternals|Eternal]] [[Ephisis]], called &#039;&#039;the Mercantilist&#039;&#039;, greatly desires goods and items from the mortal Realm. Ephisis is known to be scrupulous in his commitment to fair trades - wherever possible, the goods he offers in return he (or his factotums) consider to have roughly equal value to the goods he has been offered. Sometimes his assessment is unbalanced, either due to a misconception about the mortal Realm or because the ritualists have inadvertently sent him something that has unexpected value to the Autumn Eternals. &lt;br /&gt;
&lt;br /&gt;
Common goods offered for past trades using this ritual have included examples of all the [[Materials|special materials]] known on the Mortal realm, as well as [[Game items#Herbs|herbs]], [[Potion|potions]] and other preparations (even [[liao]] on a few occasions), coins both Imperial and otherwise and crafted or enchanted items (especially jewelry). More exotic items reported over the years have included unique herbs or materials; consumable items like the [[Before_the_Throne_of_Estavus|ashes of Shikal]] but occasionally connected to another realm; unfamiliar potions and narcotics; unique gemstones unknown in the mortal Realm; scrolls of unknown ritual magic; deeds of ownership, sometimes Imperial sometimes otherwise; a miraculous mechanical golden bird that whispered prophecies to its owner for seven years before slowly winding down; a copper-and-agate beetle with the ability to diagnose and treat illnesses; and a pair of rings that allowed.instantaneous communication with no apparent limitation of distance.&lt;br /&gt;
&lt;br /&gt;
Some ritualists attempt to influence Ephisis&#039; counter-offer by including a scroll or letter with the submitted goods. This generally seems to have no effect, although one scholar suggested that Ephisis and his factotums may treat the paper and ink as additional offered trade goods, rather than viewing them as an attempt at communication.&lt;br /&gt;
&lt;br /&gt;
It is common practice for ritualists who master this ritual, and plan to engage in it often, to place a gong, bell or chime next to or on top of the container in which their trade goods were offered. The magic of the ritual causes the gong, bell or chime to ring when the transaction progresses to the next stage. Some ritualists have reported odd sounds, smells or bursts of light accompanying the transition; all apparently designed to discreetly draw attention to the fact that there are goods to be considered, or that the transaction is over.&lt;br /&gt;
&lt;br /&gt;
Some ritualists have bargained with Ephisis for larger containers in which to place goods. For example, the [[The Marches|Marcher]] mage-smith Alan of Cotter&#039;s Barn was known to possess a weirwood case 6&#039; long and 2&#039; wide and deep with which he traded the fruits of his crafting with Ephisis. It is also possible to arrange special agreements with Ephisis or his factotums. The [[The League|League]] [[Surgical skills#Apothecary|apothecary]] Helena Jung von Holberg apparently possessed an oak-and-brass potion case, for example, that ensured that any trade with Ephisis that trades offered for potions would always involve herbs or other, more exotic, potions. &lt;br /&gt;
&lt;br /&gt;
As with [[Missive for Sadogua]] and similar Eternal-themed rituals, &#039;&#039;Ephisis&#039; Scales&#039;&#039; uses a small amount of mana to open a conduit to the Eternal in question, allowing a small amount of material to be transferred. The additional magnitudes reinforce or recognise the nature of an agreed pact - in this case that Ephisis or his factotums will consider an object or objects offered in trade and offer something of equal value in return. The [[The Brass Coast|Freeborn]] scholar Serval i Riqueza of the [[Unfettered Mind]], who made a study of several of these rituals, posited that the additional magnitude served as a &#039;handling fee&#039; for Ephisis, to ensure that the Eternal always made a slight profit even when the suggested trade was not accepted.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
&lt;br /&gt;
A box or sack, often of rare woods. fine silk or velvet, is the obvious focus used with this ritual, A [[Groups#Coven|coven]] or ritualist often has a specific container that they favour for use with this ritual, of the standard dimensions. The container is often inscribed with the rune [[Lann]], or with symbols of weights and scales. Ink and parchment may be used to write down the exact contents of the box; it is common to draw attention to any special provenance or properties of the offered goods that might otherwise be overlooked. Placing a gong, bell or chime near the box may cause it to be rung as the ritual completes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26941</id>
		<title>Redoubt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26941"/>
		<updated>2014-06-25T13:11:48Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Willstone */ everybody loves full stops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofRedoubt.png|title=Dangerous lowlands and fortified citadels|caption=Regions of Redoubt|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Redoubt is the smallest of the three Urizen territories and the wildest. The peaks are lower here and many spires are actually built in the foothills; only [[#Siluri|Mount Siluri]] comes close to matching the splendor of the peaks of [[Zenith]] to the north. There are many [[mine|mines]], with [[Materials#Green Iron|green iron]] and [[Materials#Tempest Jade|tempest jade]] being especially common, but ports such as [[#Naris|Elos]] and [[#Optarion|Visten]] look outwards to the wider world and the many opportunities it presents for trade and both philsophical and cultural exchange. Most of the coast is made up of white stone cliffs, unwelcoming and inhospitable; only as the land slopes down towards [[Necropolis]] and the river Couros does Redoubt possess many beaches.&lt;br /&gt;
&lt;br /&gt;
The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. Scholars have spent centuries trying to tease some truth about these tunnels from the cold stone - are they a natural phenomena? Signs of pre-human habitation of the mountains? The result of some magical working? To date, no convincing explanation has been offered, and philosophers on all sides argue heatedly about their provenance.&lt;br /&gt;
&lt;br /&gt;
Redoubt is lightly settled, even for Urizen, with many of the more prosperous spires being built along the coast, or overlooking the banks of the Couros river to the west. Unsurprisingly, there are many [[Urizen_military_concerns|citadels]] here and a strong martial tradition, but this is also a territory that produces more than its fair share of zoologists and botanists. These natural philosophers are sometimes blamed for the more esoteric animals and pulants found here, and the occasional mutated hybrid horror that appears here is often a sign that a magician is straying dangerously close to insanity.&lt;br /&gt;
&lt;br /&gt;
Parts of the lowlands are quite dangerous - and not just because of these mutated experiments. Several bandit tribes of orcs live in the spaces between the spires, and barely a year goes by without a nest of [[trogoni]] or a den of drakes becoming a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since 331YE and the barbarian conquest of [[Spiral]], Redoubt has been preparing itself for invasion. It&#039;s long coastline is something of a liability against the [[Grendel]], but for now a combination of sheer cliffs, [[The Brass Coast|Freeborn]] [[The_Brass_Coast_economic_interests|corsairs]] and Urizen&#039;s own small fleet of martially inclined vessels have prevented the barbarians achieving much more than a few small raids along the shores of the Bay of Catazaar.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Delving ===&lt;br /&gt;
{{CaptionedImage|file=Headdress2.jpg|title=Urizen Headdress|align=left|width=200}}&lt;br /&gt;
One of the best known spires in Redoubt is ound in the [[#Tomari|Tomari]] peaks. Built in a network of deep caves that bear star-map patterns allegedly carved centuries before the height of the Terunael Empire. It is more mercantile than many spires. Although it is still a place of study, its wealth is based on [[mine|mining]] and the principles of engineering when it comes to mining. Adventuresome [[Wintermark|Winterfolk]] often come here to teach and to study, and it is considered a pre-eminent site for Urizen study of the [[Rune Overview|runic]] tradition of magic. Prior to the fall of [[Holberg]], the university there maintained a traditional exchange program where students from the city would spend some time studying in the rarefied atmosphere of Redoubt, or travel north to the cosmopolitan halls of [[The League|League]] academia.&lt;br /&gt;
&lt;br /&gt;
===The Court of the White Fountain===&lt;br /&gt;
Built in the foothills of [[#Optarion|Optarion]], the Court of the White Fountain is a single massive tower of white granite surrounded by a massive semi-circular wall that completely fills one of the few major passes between Redoubt and the Broken Shore to the south, The White Fountain itself is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This is a rank one [[Fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===The Brilliant Star===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
In the [[#Tomari|Tomari]] peaks, overlooking the [[spire]] of [[#Delving|Delving]] is the Brilliant Star. Allegedly the most beautiful of all the star shaped tunnel complexes that undermine the mountains, it&#039;s walls gleam slightly even when there is no other light. Scholars say that the earliest workings here go back thousands of years, long before there are reliable reports of humans in these mountains.&lt;br /&gt;
&lt;br /&gt;
The Brilliant Star is an Imperial [[Bourse#The_Brilliant_Star|Bourse position]] that produces 24 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Limus===&lt;br /&gt;
The mines of Limus are known not for their metals, but for their stone. Hard stone well suited to construction and soft decorative stone alike are quarried out of the peaks and used for everything from the construction of new spires, to the tombs of [[Necropolis]], to the palaces of [[The League|League]] merchant princes, to the parador of [[The Brass Coast|Freeborn]] dhomrio. A number of spires have become rich [[business|exporting stone]] to the Empire and beyond - rare blue marble from the peaks of Limus is in demand as far afield as the [[Asavean Archipelago]] and the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the spires and quarries of Limus comes not from below, but from a tribe of particularly clever orcs and their mountain [[ogre]] allies. These orcs are believed to occupy a cunningly hidden valley somewhere in the mountains here - or possibly on the slopes of southern Zenith - and regularly raid caravans traveling the road along the banks of the Couros. They have proved particularly difficult to uproot, and practical Urizen have responded simply by sending important cargo by boat rather than wagon. Those spires of Limus who lack the ability to take this easy option would likely be quite grateful to anyone who could solve their problem once and for all.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Naris=== &lt;br /&gt;
The foothills of Redoubt slope smoothly down toward the Bay of Catazar here, presenting some of the most accessible coastline in the nation. Some spires [[farm|cultivate]] the fertile grassland here - especially along the banks of the Couros - but find that the low altitude makes their [[Urizen_economic_interests|ushabti]] unreliable, and few Urizen enjoy the hard manual labour entailed by working in a field. Much more common are [[herb garden|houses of healing]], especially those that focus on sickness of the mind or the spirit, and especially around the headland known as Rebekah&#039;s Leap. Some of these restful spires [[business|cater]] specifically to Imperial citizens from other nations suffering from stress or depression, recovering from chronic sickness, or in the last stages of terminal illness.&lt;br /&gt;
&lt;br /&gt;
Here is found &#039;&#039;&#039;Elos&#039;&#039;&#039;, a base for what little navy Urizen had before the time of Empire. Today the spire is little more than a quiet fishing village, with most major trade passing it entirely in favour of the much larger ports of [[Redoubt#Cargo|Cargo]] and [[Necropolis#Hedrossan|Hedra]] to the north. Despite its somnolent present, there are still a few reminders of its former purpose - the quayside is extensive and the harbour wall fortified in several places. The shipyard that once maintained a small fleet of weirwood vessels now services a few dozen fishing boats, but if the need were great its past glories might yet be restored.&lt;br /&gt;
&lt;br /&gt;
At the highest point of the headland that looks out over the Bay of Catazar is &#039;&#039;&#039;Rebekah&#039;s Leap&#039;&#039;&#039;, the place where an eponymous [[Highguard_religious_beliefs#Stewards_of_the_dead|steward of the dead]] threw herself into the bay. Troubled in mind and spirit, she broke free from her attendants and hurled herself from the cliffs that bear her name after months convinced that she could hear the tolling of a great bell summoning her to the sea. Some fisherfolk of Elos still claim they can hear a bell in the deeps, from time to time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Optarion===&lt;br /&gt;
The unsettled hills of Optarion quickly give way to a broad band of scrubby coast. Cliffs line the coast, and those few places where the walls of stone drop down towards sea level are the site of well defended Urizen port-spires. Indeed, Optarion is home to some of the best-defended spires in modern Urizen. The [[#The Court of the Fountain|Court of the Fountain]] stands here, guarding the approach into Redoubt through [[Spiral]] and the peaks are scattered with fortified citadels, many hastily defended in the wake of the fall of Spiral, who have been engaged in irregular border skirmishes with the [[Grendel]]. Most of the other spires are built along the coast - and likewise tend to possess unexpectedly strong defences in the face of barbarian raids along the coast. &lt;br /&gt;
&lt;br /&gt;
The largest non-martial spire in the south-east is &#039;&#039;&#039;Visten&#039;&#039;&#039;, a port built around three soaring towers occupying a strip of land that plunges down to the sea. It brings produce from across the Empire to the southern spires. It is a thriving community, home to those Urizen who find life in the mountains too stifling and want more contact with the wider world. It has one of the largest populations of [[briar|briars]] in Urizen, and it&#039;s population has been swelled by refugees - and ships - from southern Spiral, especially those who managed to escape the fall of [[Spiral#Apulus|Apulian]]. &lt;br /&gt;
&lt;br /&gt;
One notable feature of Visten that attracts scholars and sight-seers alike is a potent [[regio]] tied to the realm of Spring that lies on the Bay of Catazar itself - a ring of turbulent water that erupts once or twice every week into a great waterspout that reaches several hundred feet into the air. [[Bands#Covens|Covens]] making use of this regio, called the &#039;&#039;&#039;Ribbon of Salt&#039;&#039;&#039; by the locals, find their rituals unexpectedly interrupted, occasionally with tragic consequences - the violent water shatters pontoons, rafts and small vessels with equal ease in its active state.&lt;br /&gt;
&lt;br /&gt;
===Siluri===&lt;br /&gt;
The entire region takes its name from Mount Siluri, which rises majestically toward heavens and rivals the peaks of [[Zenith]] in height. The central tower of Redoubt&#039;s [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] is built here, gazing down on the forested bowl of [[#Ventosi|Ventosi]] to one side and across the [[Necropolis]] to the other. Several [[mine|mines]] exploit the bounty of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]] that lies beneath the peaks, but it is also home to a number of spires who study and expand the philosophies of war and conflict in their myriad incarnations.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Tomari===&lt;br /&gt;
The wild peaks of Tomari are some of the more populous in Redoubt. The mountains are riddled with [[mine|mines]], and rich in iron, precious metals, fine jewels and [[Materials#Green Iron|green iron]]. The [[#The Brilliant Star|Brilliant Star]] is found here, and occasional pockets of mithril are found throughout the peaks. It is also the site of the famous spire of [[#Delving|Delving]], whose prosperity is based on rich mines and the study of subterranean engineering.&lt;br /&gt;
&lt;br /&gt;
Among other notable spires, &#039;&#039;&#039;Tabulous&#039;&#039;&#039; is a college whose curriculum focuses on teaching rigorous objectivity and complex mathematics. Many members of the faculty are retired Urizen civil servants, and the cirriculum is considered excellent for training servants of the Empire, giving them the skills to make accurate accountings and forecasts. The Day [[regio]] in which Tabulous stands is credited both with cultivating an atmosphere of calm and rationality, and making the spire especially welcoming to [[merrow]] scholars.&lt;br /&gt;
&lt;br /&gt;
On the highest peak here stands the fused ruin known as the &#039;&#039;&#039;Unmade&#039;&#039;&#039;. A crumbled tower of blasted stone, it is said that it once was a spire, that was eradicated completely by the massed Spires of Urizen early in the days of the Empire. No-one remembers why - which in a nation dedicated to the keeping of accurate records is a matter of obvious concern.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Ventosi===&lt;br /&gt;
The valleys of Ventosi form a great shallow basin between the towering peaks to the north, east and south. Wild forests haunted by surly orcs and hungry [[Mundane_beasts#Drakes|drakes]] give way to fertile [[farm|farmland]] nearer the rocky coast, where sheer white stone cliffs drop vertiginously into the Bay of Catazar. These western cliffs, haunted by massive gulls and wild sea birds, give Ventosi the feeling of a secluded plateau rather than a valley. A few ambitious spires built along the coast use lifts and treacherous paths to access the water, while others are constructed into the rock walls themselves gazing out towards the Brass Coast. The cliffs of Ventosi are the only known nesting grounds within the empire of the Imperial Albatross - some specimens have been reported with wingspans of almost twenty feet.&lt;br /&gt;
&lt;br /&gt;
One of the more prominent spires here is called &#039;&#039;&#039;The Hollows&#039;&#039;&#039;, for its unusual construction: wind-blown caves in the sandstone formed into extensive dwellings by years of patient, meditative, stone-carving. It is exceptional in Redoubt as a place of spiritual study and introspection. The nature of time is a particular topic discussed here and the surrounding area is scattered with large works of sculpture left to the mercy of the elements.&lt;br /&gt;
&lt;br /&gt;
===Willstone===&lt;br /&gt;
The slopes of north-eastern Redoubt are heavily wooded, with hardy conifers on the upper slopes and sprawling [[forest|forests]] of [[Materials#Beggar&#039;s Lye|beggarwood]] on the lower slopes. There are comparatively few spires here, and they tend to be both isolated and isolationist, keeping contact with their peers largely through the heliopticon. This has contributed somewhat to Willstone also being the home of at least three small tribes of independent barbarian [[orc]] bandits who occasionally bedevil travelers or launch a (generally unsuccessful) raid against one of the smaller spires. The best known spire in the region is probably &#039;&#039;&#039;Willstone&#039;&#039;&#039;.&lt;br /&gt;
Built largely of wood on the lower slopes of the mountain, surrounding a central carved stone pillar worked with many runes, it is known for training particularly resourceful [[Urizen_military_concerns#Sentinels|sentinels]].&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Redoubt is in the hands of the Urizen (and by extension the Empire) meaning this is a staunchly Imperial territory.&lt;br /&gt;
* The [[#The Court of the White Fountain|Court of the White Fountain]] is a rank one [[Fortifications|fortification]].&lt;br /&gt;
* The port-town of [[Zenith#Cargo|Cargo]] was erroneously placed in Redoubt; it has been moved to [[Zenith]] where it belongs.&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26940</id>
		<title>Redoubt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26940"/>
		<updated>2014-06-25T13:11:03Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Ventosi */ place name repair services&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofRedoubt.png|title=Dangerous lowlands and fortified citadels|caption=Regions of Redoubt|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Redoubt is the smallest of the three Urizen territories and the wildest. The peaks are lower here and many spires are actually built in the foothills; only [[#Siluri|Mount Siluri]] comes close to matching the splendor of the peaks of [[Zenith]] to the north. There are many [[mine|mines]], with [[Materials#Green Iron|green iron]] and [[Materials#Tempest Jade|tempest jade]] being especially common, but ports such as [[#Naris|Elos]] and [[#Optarion|Visten]] look outwards to the wider world and the many opportunities it presents for trade and both philsophical and cultural exchange. Most of the coast is made up of white stone cliffs, unwelcoming and inhospitable; only as the land slopes down towards [[Necropolis]] and the river Couros does Redoubt possess many beaches.&lt;br /&gt;
&lt;br /&gt;
The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. Scholars have spent centuries trying to tease some truth about these tunnels from the cold stone - are they a natural phenomena? Signs of pre-human habitation of the mountains? The result of some magical working? To date, no convincing explanation has been offered, and philosophers on all sides argue heatedly about their provenance.&lt;br /&gt;
&lt;br /&gt;
Redoubt is lightly settled, even for Urizen, with many of the more prosperous spires being built along the coast, or overlooking the banks of the Couros river to the west. Unsurprisingly, there are many [[Urizen_military_concerns|citadels]] here and a strong martial tradition, but this is also a territory that produces more than its fair share of zoologists and botanists. These natural philosophers are sometimes blamed for the more esoteric animals and pulants found here, and the occasional mutated hybrid horror that appears here is often a sign that a magician is straying dangerously close to insanity.&lt;br /&gt;
&lt;br /&gt;
Parts of the lowlands are quite dangerous - and not just because of these mutated experiments. Several bandit tribes of orcs live in the spaces between the spires, and barely a year goes by without a nest of [[trogoni]] or a den of drakes becoming a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since 331YE and the barbarian conquest of [[Spiral]], Redoubt has been preparing itself for invasion. It&#039;s long coastline is something of a liability against the [[Grendel]], but for now a combination of sheer cliffs, [[The Brass Coast|Freeborn]] [[The_Brass_Coast_economic_interests|corsairs]] and Urizen&#039;s own small fleet of martially inclined vessels have prevented the barbarians achieving much more than a few small raids along the shores of the Bay of Catazaar.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Delving ===&lt;br /&gt;
{{CaptionedImage|file=Headdress2.jpg|title=Urizen Headdress|align=left|width=200}}&lt;br /&gt;
One of the best known spires in Redoubt is ound in the [[#Tomari|Tomari]] peaks. Built in a network of deep caves that bear star-map patterns allegedly carved centuries before the height of the Terunael Empire. It is more mercantile than many spires. Although it is still a place of study, its wealth is based on [[mine|mining]] and the principles of engineering when it comes to mining. Adventuresome [[Wintermark|Winterfolk]] often come here to teach and to study, and it is considered a pre-eminent site for Urizen study of the [[Rune Overview|runic]] tradition of magic. Prior to the fall of [[Holberg]], the university there maintained a traditional exchange program where students from the city would spend some time studying in the rarefied atmosphere of Redoubt, or travel north to the cosmopolitan halls of [[The League|League]] academia.&lt;br /&gt;
&lt;br /&gt;
===The Court of the White Fountain===&lt;br /&gt;
Built in the foothills of [[#Optarion|Optarion]], the Court of the White Fountain is a single massive tower of white granite surrounded by a massive semi-circular wall that completely fills one of the few major passes between Redoubt and the Broken Shore to the south, The White Fountain itself is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This is a rank one [[Fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===The Brilliant Star===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
In the [[#Tomari|Tomari]] peaks, overlooking the [[spire]] of [[#Delving|Delving]] is the Brilliant Star. Allegedly the most beautiful of all the star shaped tunnel complexes that undermine the mountains, it&#039;s walls gleam slightly even when there is no other light. Scholars say that the earliest workings here go back thousands of years, long before there are reliable reports of humans in these mountains.&lt;br /&gt;
&lt;br /&gt;
The Brilliant Star is an Imperial [[Bourse#The_Brilliant_Star|Bourse position]] that produces 24 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Limus===&lt;br /&gt;
The mines of Limus are known not for their metals, but for their stone. Hard stone well suited to construction and soft decorative stone alike are quarried out of the peaks and used for everything from the construction of new spires, to the tombs of [[Necropolis]], to the palaces of [[The League|League]] merchant princes, to the parador of [[The Brass Coast|Freeborn]] dhomrio. A number of spires have become rich [[business|exporting stone]] to the Empire and beyond - rare blue marble from the peaks of Limus is in demand as far afield as the [[Asavean Archipelago]] and the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the spires and quarries of Limus comes not from below, but from a tribe of particularly clever orcs and their mountain [[ogre]] allies. These orcs are believed to occupy a cunningly hidden valley somewhere in the mountains here - or possibly on the slopes of southern Zenith - and regularly raid caravans traveling the road along the banks of the Couros. They have proved particularly difficult to uproot, and practical Urizen have responded simply by sending important cargo by boat rather than wagon. Those spires of Limus who lack the ability to take this easy option would likely be quite grateful to anyone who could solve their problem once and for all.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Naris=== &lt;br /&gt;
The foothills of Redoubt slope smoothly down toward the Bay of Catazar here, presenting some of the most accessible coastline in the nation. Some spires [[farm|cultivate]] the fertile grassland here - especially along the banks of the Couros - but find that the low altitude makes their [[Urizen_economic_interests|ushabti]] unreliable, and few Urizen enjoy the hard manual labour entailed by working in a field. Much more common are [[herb garden|houses of healing]], especially those that focus on sickness of the mind or the spirit, and especially around the headland known as Rebekah&#039;s Leap. Some of these restful spires [[business|cater]] specifically to Imperial citizens from other nations suffering from stress or depression, recovering from chronic sickness, or in the last stages of terminal illness.&lt;br /&gt;
&lt;br /&gt;
Here is found &#039;&#039;&#039;Elos&#039;&#039;&#039;, a base for what little navy Urizen had before the time of Empire. Today the spire is little more than a quiet fishing village, with most major trade passing it entirely in favour of the much larger ports of [[Redoubt#Cargo|Cargo]] and [[Necropolis#Hedrossan|Hedra]] to the north. Despite its somnolent present, there are still a few reminders of its former purpose - the quayside is extensive and the harbour wall fortified in several places. The shipyard that once maintained a small fleet of weirwood vessels now services a few dozen fishing boats, but if the need were great its past glories might yet be restored.&lt;br /&gt;
&lt;br /&gt;
At the highest point of the headland that looks out over the Bay of Catazar is &#039;&#039;&#039;Rebekah&#039;s Leap&#039;&#039;&#039;, the place where an eponymous [[Highguard_religious_beliefs#Stewards_of_the_dead|steward of the dead]] threw herself into the bay. Troubled in mind and spirit, she broke free from her attendants and hurled herself from the cliffs that bear her name after months convinced that she could hear the tolling of a great bell summoning her to the sea. Some fisherfolk of Elos still claim they can hear a bell in the deeps, from time to time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Optarion===&lt;br /&gt;
The unsettled hills of Optarion quickly give way to a broad band of scrubby coast. Cliffs line the coast, and those few places where the walls of stone drop down towards sea level are the site of well defended Urizen port-spires. Indeed, Optarion is home to some of the best-defended spires in modern Urizen. The [[#The Court of the Fountain|Court of the Fountain]] stands here, guarding the approach into Redoubt through [[Spiral]] and the peaks are scattered with fortified citadels, many hastily defended in the wake of the fall of Spiral, who have been engaged in irregular border skirmishes with the [[Grendel]]. Most of the other spires are built along the coast - and likewise tend to possess unexpectedly strong defences in the face of barbarian raids along the coast. &lt;br /&gt;
&lt;br /&gt;
The largest non-martial spire in the south-east is &#039;&#039;&#039;Visten&#039;&#039;&#039;, a port built around three soaring towers occupying a strip of land that plunges down to the sea. It brings produce from across the Empire to the southern spires. It is a thriving community, home to those Urizen who find life in the mountains too stifling and want more contact with the wider world. It has one of the largest populations of [[briar|briars]] in Urizen, and it&#039;s population has been swelled by refugees - and ships - from southern Spiral, especially those who managed to escape the fall of [[Spiral#Apulus|Apulian]]. &lt;br /&gt;
&lt;br /&gt;
One notable feature of Visten that attracts scholars and sight-seers alike is a potent [[regio]] tied to the realm of Spring that lies on the Bay of Catazar itself - a ring of turbulent water that erupts once or twice every week into a great waterspout that reaches several hundred feet into the air. [[Bands#Covens|Covens]] making use of this regio, called the &#039;&#039;&#039;Ribbon of Salt&#039;&#039;&#039; by the locals, find their rituals unexpectedly interrupted, occasionally with tragic consequences - the violent water shatters pontoons, rafts and small vessels with equal ease in its active state.&lt;br /&gt;
&lt;br /&gt;
===Siluri===&lt;br /&gt;
The entire region takes its name from Mount Siluri, which rises majestically toward heavens and rivals the peaks of [[Zenith]] in height. The central tower of Redoubt&#039;s [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] is built here, gazing down on the forested bowl of [[#Ventosi|Ventosi]] to one side and across the [[Necropolis]] to the other. Several [[mine|mines]] exploit the bounty of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]] that lies beneath the peaks, but it is also home to a number of spires who study and expand the philosophies of war and conflict in their myriad incarnations.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Tomari===&lt;br /&gt;
The wild peaks of Tomari are some of the more populous in Redoubt. The mountains are riddled with [[mine|mines]], and rich in iron, precious metals, fine jewels and [[Materials#Green Iron|green iron]]. The [[#The Brilliant Star|Brilliant Star]] is found here, and occasional pockets of mithril are found throughout the peaks. It is also the site of the famous spire of [[#Delving|Delving]], whose prosperity is based on rich mines and the study of subterranean engineering.&lt;br /&gt;
&lt;br /&gt;
Among other notable spires, &#039;&#039;&#039;Tabulous&#039;&#039;&#039; is a college whose curriculum focuses on teaching rigorous objectivity and complex mathematics. Many members of the faculty are retired Urizen civil servants, and the cirriculum is considered excellent for training servants of the Empire, giving them the skills to make accurate accountings and forecasts. The Day [[regio]] in which Tabulous stands is credited both with cultivating an atmosphere of calm and rationality, and making the spire especially welcoming to [[merrow]] scholars.&lt;br /&gt;
&lt;br /&gt;
On the highest peak here stands the fused ruin known as the &#039;&#039;&#039;Unmade&#039;&#039;&#039;. A crumbled tower of blasted stone, it is said that it once was a spire, that was eradicated completely by the massed Spires of Urizen early in the days of the Empire. No-one remembers why - which in a nation dedicated to the keeping of accurate records is a matter of obvious concern.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Ventosi===&lt;br /&gt;
The valleys of Ventosi form a great shallow basin between the towering peaks to the north, east and south. Wild forests haunted by surly orcs and hungry [[Mundane_beasts#Drakes|drakes]] give way to fertile [[farm|farmland]] nearer the rocky coast, where sheer white stone cliffs drop vertiginously into the Bay of Catazar. These western cliffs, haunted by massive gulls and wild sea birds, give Ventosi the feeling of a secluded plateau rather than a valley. A few ambitious spires built along the coast use lifts and treacherous paths to access the water, while others are constructed into the rock walls themselves gazing out towards the Brass Coast. The cliffs of Ventosi are the only known nesting grounds within the empire of the Imperial Albatross - some specimens have been reported with wingspans of almost twenty feet.&lt;br /&gt;
&lt;br /&gt;
One of the more prominent spires here is called &#039;&#039;&#039;The Hollows&#039;&#039;&#039;, for its unusual construction: wind-blown caves in the sandstone formed into extensive dwellings by years of patient, meditative, stone-carving. It is exceptional in Redoubt as a place of spiritual study and introspection. The nature of time is a particular topic discussed here and the surrounding area is scattered with large works of sculpture left to the mercy of the elements.&lt;br /&gt;
&lt;br /&gt;
===Willstone===&lt;br /&gt;
The slopes of north-eastern Redoubt are heavily wooded, with hardy confiers on the upper slopes and sprawling [[forest|forests]] of [[Materials#Beggar&#039;s Lye|beggarwood]] on the lower slopes. There are comparatively few spires here, and they tend to be both isolated and isolationist, keeping contact with their peers largely through the heliopticon. This has contributed somewhat to Willstone also being the home of at least three small tribes of independent barbrian [[orc]] bandits who occasionally bedevil travelers or launch a (generally unsuccessful) raid against one of the smaller spires. The best known spire in the region is probably &#039;&#039;&#039;Willstone&#039;&#039;&#039;&lt;br /&gt;
Built largely of wood on the lower slopes of the mountain, surrounding a central carved stone pillar worked with many runes, it is known for training particularly resourceful [[Urizen_military_concerns#Sentinels|sentinels]].&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Redoubt is in the hands of the Urizen (and by extension the Empire) meaning this is a staunchly Imperial territory.&lt;br /&gt;
* The [[#The Court of the White Fountain|Court of the White Fountain]] is a rank one [[Fortifications|fortification]].&lt;br /&gt;
* The port-town of [[Zenith#Cargo|Cargo]] was erroneously placed in Redoubt; it has been moved to [[Zenith]] where it belongs.&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26939</id>
		<title>Redoubt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26939"/>
		<updated>2014-06-25T13:09:56Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Siluri */ the apostropope is displeased&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofRedoubt.png|title=Dangerous lowlands and fortified citadels|caption=Regions of Redoubt|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Redoubt is the smallest of the three Urizen territories and the wildest. The peaks are lower here and many spires are actually built in the foothills; only [[#Siluri|Mount Siluri]] comes close to matching the splendor of the peaks of [[Zenith]] to the north. There are many [[mine|mines]], with [[Materials#Green Iron|green iron]] and [[Materials#Tempest Jade|tempest jade]] being especially common, but ports such as [[#Naris|Elos]] and [[#Optarion|Visten]] look outwards to the wider world and the many opportunities it presents for trade and both philsophical and cultural exchange. Most of the coast is made up of white stone cliffs, unwelcoming and inhospitable; only as the land slopes down towards [[Necropolis]] and the river Couros does Redoubt possess many beaches.&lt;br /&gt;
&lt;br /&gt;
The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. Scholars have spent centuries trying to tease some truth about these tunnels from the cold stone - are they a natural phenomena? Signs of pre-human habitation of the mountains? The result of some magical working? To date, no convincing explanation has been offered, and philosophers on all sides argue heatedly about their provenance.&lt;br /&gt;
&lt;br /&gt;
Redoubt is lightly settled, even for Urizen, with many of the more prosperous spires being built along the coast, or overlooking the banks of the Couros river to the west. Unsurprisingly, there are many [[Urizen_military_concerns|citadels]] here and a strong martial tradition, but this is also a territory that produces more than its fair share of zoologists and botanists. These natural philosophers are sometimes blamed for the more esoteric animals and pulants found here, and the occasional mutated hybrid horror that appears here is often a sign that a magician is straying dangerously close to insanity.&lt;br /&gt;
&lt;br /&gt;
Parts of the lowlands are quite dangerous - and not just because of these mutated experiments. Several bandit tribes of orcs live in the spaces between the spires, and barely a year goes by without a nest of [[trogoni]] or a den of drakes becoming a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since 331YE and the barbarian conquest of [[Spiral]], Redoubt has been preparing itself for invasion. It&#039;s long coastline is something of a liability against the [[Grendel]], but for now a combination of sheer cliffs, [[The Brass Coast|Freeborn]] [[The_Brass_Coast_economic_interests|corsairs]] and Urizen&#039;s own small fleet of martially inclined vessels have prevented the barbarians achieving much more than a few small raids along the shores of the Bay of Catazaar.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Delving ===&lt;br /&gt;
{{CaptionedImage|file=Headdress2.jpg|title=Urizen Headdress|align=left|width=200}}&lt;br /&gt;
One of the best known spires in Redoubt is ound in the [[#Tomari|Tomari]] peaks. Built in a network of deep caves that bear star-map patterns allegedly carved centuries before the height of the Terunael Empire. It is more mercantile than many spires. Although it is still a place of study, its wealth is based on [[mine|mining]] and the principles of engineering when it comes to mining. Adventuresome [[Wintermark|Winterfolk]] often come here to teach and to study, and it is considered a pre-eminent site for Urizen study of the [[Rune Overview|runic]] tradition of magic. Prior to the fall of [[Holberg]], the university there maintained a traditional exchange program where students from the city would spend some time studying in the rarefied atmosphere of Redoubt, or travel north to the cosmopolitan halls of [[The League|League]] academia.&lt;br /&gt;
&lt;br /&gt;
===The Court of the White Fountain===&lt;br /&gt;
Built in the foothills of [[#Optarion|Optarion]], the Court of the White Fountain is a single massive tower of white granite surrounded by a massive semi-circular wall that completely fills one of the few major passes between Redoubt and the Broken Shore to the south, The White Fountain itself is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This is a rank one [[Fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===The Brilliant Star===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
In the [[#Tomari|Tomari]] peaks, overlooking the [[spire]] of [[#Delving|Delving]] is the Brilliant Star. Allegedly the most beautiful of all the star shaped tunnel complexes that undermine the mountains, it&#039;s walls gleam slightly even when there is no other light. Scholars say that the earliest workings here go back thousands of years, long before there are reliable reports of humans in these mountains.&lt;br /&gt;
&lt;br /&gt;
The Brilliant Star is an Imperial [[Bourse#The_Brilliant_Star|Bourse position]] that produces 24 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Limus===&lt;br /&gt;
The mines of Limus are known not for their metals, but for their stone. Hard stone well suited to construction and soft decorative stone alike are quarried out of the peaks and used for everything from the construction of new spires, to the tombs of [[Necropolis]], to the palaces of [[The League|League]] merchant princes, to the parador of [[The Brass Coast|Freeborn]] dhomrio. A number of spires have become rich [[business|exporting stone]] to the Empire and beyond - rare blue marble from the peaks of Limus is in demand as far afield as the [[Asavean Archipelago]] and the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the spires and quarries of Limus comes not from below, but from a tribe of particularly clever orcs and their mountain [[ogre]] allies. These orcs are believed to occupy a cunningly hidden valley somewhere in the mountains here - or possibly on the slopes of southern Zenith - and regularly raid caravans traveling the road along the banks of the Couros. They have proved particularly difficult to uproot, and practical Urizen have responded simply by sending important cargo by boat rather than wagon. Those spires of Limus who lack the ability to take this easy option would likely be quite grateful to anyone who could solve their problem once and for all.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Naris=== &lt;br /&gt;
The foothills of Redoubt slope smoothly down toward the Bay of Catazar here, presenting some of the most accessible coastline in the nation. Some spires [[farm|cultivate]] the fertile grassland here - especially along the banks of the Couros - but find that the low altitude makes their [[Urizen_economic_interests|ushabti]] unreliable, and few Urizen enjoy the hard manual labour entailed by working in a field. Much more common are [[herb garden|houses of healing]], especially those that focus on sickness of the mind or the spirit, and especially around the headland known as Rebekah&#039;s Leap. Some of these restful spires [[business|cater]] specifically to Imperial citizens from other nations suffering from stress or depression, recovering from chronic sickness, or in the last stages of terminal illness.&lt;br /&gt;
&lt;br /&gt;
Here is found &#039;&#039;&#039;Elos&#039;&#039;&#039;, a base for what little navy Urizen had before the time of Empire. Today the spire is little more than a quiet fishing village, with most major trade passing it entirely in favour of the much larger ports of [[Redoubt#Cargo|Cargo]] and [[Necropolis#Hedrossan|Hedra]] to the north. Despite its somnolent present, there are still a few reminders of its former purpose - the quayside is extensive and the harbour wall fortified in several places. The shipyard that once maintained a small fleet of weirwood vessels now services a few dozen fishing boats, but if the need were great its past glories might yet be restored.&lt;br /&gt;
&lt;br /&gt;
At the highest point of the headland that looks out over the Bay of Catazar is &#039;&#039;&#039;Rebekah&#039;s Leap&#039;&#039;&#039;, the place where an eponymous [[Highguard_religious_beliefs#Stewards_of_the_dead|steward of the dead]] threw herself into the bay. Troubled in mind and spirit, she broke free from her attendants and hurled herself from the cliffs that bear her name after months convinced that she could hear the tolling of a great bell summoning her to the sea. Some fisherfolk of Elos still claim they can hear a bell in the deeps, from time to time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Optarion===&lt;br /&gt;
The unsettled hills of Optarion quickly give way to a broad band of scrubby coast. Cliffs line the coast, and those few places where the walls of stone drop down towards sea level are the site of well defended Urizen port-spires. Indeed, Optarion is home to some of the best-defended spires in modern Urizen. The [[#The Court of the Fountain|Court of the Fountain]] stands here, guarding the approach into Redoubt through [[Spiral]] and the peaks are scattered with fortified citadels, many hastily defended in the wake of the fall of Spiral, who have been engaged in irregular border skirmishes with the [[Grendel]]. Most of the other spires are built along the coast - and likewise tend to possess unexpectedly strong defences in the face of barbarian raids along the coast. &lt;br /&gt;
&lt;br /&gt;
The largest non-martial spire in the south-east is &#039;&#039;&#039;Visten&#039;&#039;&#039;, a port built around three soaring towers occupying a strip of land that plunges down to the sea. It brings produce from across the Empire to the southern spires. It is a thriving community, home to those Urizen who find life in the mountains too stifling and want more contact with the wider world. It has one of the largest populations of [[briar|briars]] in Urizen, and it&#039;s population has been swelled by refugees - and ships - from southern Spiral, especially those who managed to escape the fall of [[Spiral#Apulus|Apulian]]. &lt;br /&gt;
&lt;br /&gt;
One notable feature of Visten that attracts scholars and sight-seers alike is a potent [[regio]] tied to the realm of Spring that lies on the Bay of Catazar itself - a ring of turbulent water that erupts once or twice every week into a great waterspout that reaches several hundred feet into the air. [[Bands#Covens|Covens]] making use of this regio, called the &#039;&#039;&#039;Ribbon of Salt&#039;&#039;&#039; by the locals, find their rituals unexpectedly interrupted, occasionally with tragic consequences - the violent water shatters pontoons, rafts and small vessels with equal ease in its active state.&lt;br /&gt;
&lt;br /&gt;
===Siluri===&lt;br /&gt;
The entire region takes its name from Mount Siluri, which rises majestically toward heavens and rivals the peaks of [[Zenith]] in height. The central tower of Redoubt&#039;s [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] is built here, gazing down on the forested bowl of [[#Ventosi|Ventosi]] to one side and across the [[Necropolis]] to the other. Several [[mine|mines]] exploit the bounty of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]] that lies beneath the peaks, but it is also home to a number of spires who study and expand the philosophies of war and conflict in their myriad incarnations.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Tomari===&lt;br /&gt;
The wild peaks of Tomari are some of the more populous in Redoubt. The mountains are riddled with [[mine|mines]], and rich in iron, precious metals, fine jewels and [[Materials#Green Iron|green iron]]. The [[#The Brilliant Star|Brilliant Star]] is found here, and occasional pockets of mithril are found throughout the peaks. It is also the site of the famous spire of [[#Delving|Delving]], whose prosperity is based on rich mines and the study of subterranean engineering.&lt;br /&gt;
&lt;br /&gt;
Among other notable spires, &#039;&#039;&#039;Tabulous&#039;&#039;&#039; is a college whose curriculum focuses on teaching rigorous objectivity and complex mathematics. Many members of the faculty are retired Urizen civil servants, and the cirriculum is considered excellent for training servants of the Empire, giving them the skills to make accurate accountings and forecasts. The Day [[regio]] in which Tabulous stands is credited both with cultivating an atmosphere of calm and rationality, and making the spire especially welcoming to [[merrow]] scholars.&lt;br /&gt;
&lt;br /&gt;
On the highest peak here stands the fused ruin known as the &#039;&#039;&#039;Unmade&#039;&#039;&#039;. A crumbled tower of blasted stone, it is said that it once was a spire, that was eradicated completely by the massed Spires of Urizen early in the days of the Empire. No-one remembers why - which in a nation dedicated to the keeping of accurate records is a matter of obvious concern.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Ventosi===&lt;br /&gt;
The valleys of Ventosi form a great shallow basin between the towering peaks to the north, east and south. Wild forests haunted by surly orcs and hungry [[Mundane_beasts#Drakes|drakes]] give way to fertile [[farm|farmland]] nearer the rocky coast, where sheer white stone cliffs drop vertiginously into the Bay of Catazar. These western cliffs, haunted by massive gulls and wild sea birds, give Ventosi the feeling of a secluded plateau rather than a valley. A few ambitious spires built along the coast use lifts and treacherous paths to access the water, while others are constructed into the rock walls themselves gazing out towards the Brass Coast. The cliffs of Ventosi are the only known nesting grounds within the empire of the Imperial Albatross - some specimens have been reported with wingspans of almost twenty feet.&lt;br /&gt;
&lt;br /&gt;
One of the more prominent spires here is called &#039;&#039;&#039;The Haollows&#039;&#039;, for its unusual construction: wind-blown caves in the sandstone formed into extensive dwellings by years of patient, meditative, stone-carving. It is exceptional in Redoubt as a place of spiritual study and introspection. The nature of time is a particular topic discussed here and the surrounding area is scattered with large works of sculpture left to the mercy of the elements.&lt;br /&gt;
&lt;br /&gt;
===Willstone===&lt;br /&gt;
The slopes of north-eastern Redoubt are heavily wooded, with hardy confiers on the upper slopes and sprawling [[forest|forests]] of [[Materials#Beggar&#039;s Lye|beggarwood]] on the lower slopes. There are comparatively few spires here, and they tend to be both isolated and isolationist, keeping contact with their peers largely through the heliopticon. This has contributed somewhat to Willstone also being the home of at least three small tribes of independent barbrian [[orc]] bandits who occasionally bedevil travelers or launch a (generally unsuccessful) raid against one of the smaller spires. The best known spire in the region is probably &#039;&#039;&#039;Willstone&#039;&#039;&#039;&lt;br /&gt;
Built largely of wood on the lower slopes of the mountain, surrounding a central carved stone pillar worked with many runes, it is known for training particularly resourceful [[Urizen_military_concerns#Sentinels|sentinels]].&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Redoubt is in the hands of the Urizen (and by extension the Empire) meaning this is a staunchly Imperial territory.&lt;br /&gt;
* The [[#The Court of the White Fountain|Court of the White Fountain]] is a rank one [[Fortifications|fortification]].&lt;br /&gt;
* The port-town of [[Zenith#Cargo|Cargo]] was erroneously placed in Redoubt; it has been moved to [[Zenith]] where it belongs.&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26938</id>
		<title>Redoubt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26938"/>
		<updated>2014-06-25T13:09:15Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Optarion */ apostrophate enforcement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofRedoubt.png|title=Dangerous lowlands and fortified citadels|caption=Regions of Redoubt|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Redoubt is the smallest of the three Urizen territories and the wildest. The peaks are lower here and many spires are actually built in the foothills; only [[#Siluri|Mount Siluri]] comes close to matching the splendor of the peaks of [[Zenith]] to the north. There are many [[mine|mines]], with [[Materials#Green Iron|green iron]] and [[Materials#Tempest Jade|tempest jade]] being especially common, but ports such as [[#Naris|Elos]] and [[#Optarion|Visten]] look outwards to the wider world and the many opportunities it presents for trade and both philsophical and cultural exchange. Most of the coast is made up of white stone cliffs, unwelcoming and inhospitable; only as the land slopes down towards [[Necropolis]] and the river Couros does Redoubt possess many beaches.&lt;br /&gt;
&lt;br /&gt;
The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. Scholars have spent centuries trying to tease some truth about these tunnels from the cold stone - are they a natural phenomena? Signs of pre-human habitation of the mountains? The result of some magical working? To date, no convincing explanation has been offered, and philosophers on all sides argue heatedly about their provenance.&lt;br /&gt;
&lt;br /&gt;
Redoubt is lightly settled, even for Urizen, with many of the more prosperous spires being built along the coast, or overlooking the banks of the Couros river to the west. Unsurprisingly, there are many [[Urizen_military_concerns|citadels]] here and a strong martial tradition, but this is also a territory that produces more than its fair share of zoologists and botanists. These natural philosophers are sometimes blamed for the more esoteric animals and pulants found here, and the occasional mutated hybrid horror that appears here is often a sign that a magician is straying dangerously close to insanity.&lt;br /&gt;
&lt;br /&gt;
Parts of the lowlands are quite dangerous - and not just because of these mutated experiments. Several bandit tribes of orcs live in the spaces between the spires, and barely a year goes by without a nest of [[trogoni]] or a den of drakes becoming a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since 331YE and the barbarian conquest of [[Spiral]], Redoubt has been preparing itself for invasion. It&#039;s long coastline is something of a liability against the [[Grendel]], but for now a combination of sheer cliffs, [[The Brass Coast|Freeborn]] [[The_Brass_Coast_economic_interests|corsairs]] and Urizen&#039;s own small fleet of martially inclined vessels have prevented the barbarians achieving much more than a few small raids along the shores of the Bay of Catazaar.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Delving ===&lt;br /&gt;
{{CaptionedImage|file=Headdress2.jpg|title=Urizen Headdress|align=left|width=200}}&lt;br /&gt;
One of the best known spires in Redoubt is ound in the [[#Tomari|Tomari]] peaks. Built in a network of deep caves that bear star-map patterns allegedly carved centuries before the height of the Terunael Empire. It is more mercantile than many spires. Although it is still a place of study, its wealth is based on [[mine|mining]] and the principles of engineering when it comes to mining. Adventuresome [[Wintermark|Winterfolk]] often come here to teach and to study, and it is considered a pre-eminent site for Urizen study of the [[Rune Overview|runic]] tradition of magic. Prior to the fall of [[Holberg]], the university there maintained a traditional exchange program where students from the city would spend some time studying in the rarefied atmosphere of Redoubt, or travel north to the cosmopolitan halls of [[The League|League]] academia.&lt;br /&gt;
&lt;br /&gt;
===The Court of the White Fountain===&lt;br /&gt;
Built in the foothills of [[#Optarion|Optarion]], the Court of the White Fountain is a single massive tower of white granite surrounded by a massive semi-circular wall that completely fills one of the few major passes between Redoubt and the Broken Shore to the south, The White Fountain itself is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This is a rank one [[Fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===The Brilliant Star===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
In the [[#Tomari|Tomari]] peaks, overlooking the [[spire]] of [[#Delving|Delving]] is the Brilliant Star. Allegedly the most beautiful of all the star shaped tunnel complexes that undermine the mountains, it&#039;s walls gleam slightly even when there is no other light. Scholars say that the earliest workings here go back thousands of years, long before there are reliable reports of humans in these mountains.&lt;br /&gt;
&lt;br /&gt;
The Brilliant Star is an Imperial [[Bourse#The_Brilliant_Star|Bourse position]] that produces 24 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Limus===&lt;br /&gt;
The mines of Limus are known not for their metals, but for their stone. Hard stone well suited to construction and soft decorative stone alike are quarried out of the peaks and used for everything from the construction of new spires, to the tombs of [[Necropolis]], to the palaces of [[The League|League]] merchant princes, to the parador of [[The Brass Coast|Freeborn]] dhomrio. A number of spires have become rich [[business|exporting stone]] to the Empire and beyond - rare blue marble from the peaks of Limus is in demand as far afield as the [[Asavean Archipelago]] and the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the spires and quarries of Limus comes not from below, but from a tribe of particularly clever orcs and their mountain [[ogre]] allies. These orcs are believed to occupy a cunningly hidden valley somewhere in the mountains here - or possibly on the slopes of southern Zenith - and regularly raid caravans traveling the road along the banks of the Couros. They have proved particularly difficult to uproot, and practical Urizen have responded simply by sending important cargo by boat rather than wagon. Those spires of Limus who lack the ability to take this easy option would likely be quite grateful to anyone who could solve their problem once and for all.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Naris=== &lt;br /&gt;
The foothills of Redoubt slope smoothly down toward the Bay of Catazar here, presenting some of the most accessible coastline in the nation. Some spires [[farm|cultivate]] the fertile grassland here - especially along the banks of the Couros - but find that the low altitude makes their [[Urizen_economic_interests|ushabti]] unreliable, and few Urizen enjoy the hard manual labour entailed by working in a field. Much more common are [[herb garden|houses of healing]], especially those that focus on sickness of the mind or the spirit, and especially around the headland known as Rebekah&#039;s Leap. Some of these restful spires [[business|cater]] specifically to Imperial citizens from other nations suffering from stress or depression, recovering from chronic sickness, or in the last stages of terminal illness.&lt;br /&gt;
&lt;br /&gt;
Here is found &#039;&#039;&#039;Elos&#039;&#039;&#039;, a base for what little navy Urizen had before the time of Empire. Today the spire is little more than a quiet fishing village, with most major trade passing it entirely in favour of the much larger ports of [[Redoubt#Cargo|Cargo]] and [[Necropolis#Hedrossan|Hedra]] to the north. Despite its somnolent present, there are still a few reminders of its former purpose - the quayside is extensive and the harbour wall fortified in several places. The shipyard that once maintained a small fleet of weirwood vessels now services a few dozen fishing boats, but if the need were great its past glories might yet be restored.&lt;br /&gt;
&lt;br /&gt;
At the highest point of the headland that looks out over the Bay of Catazar is &#039;&#039;&#039;Rebekah&#039;s Leap&#039;&#039;&#039;, the place where an eponymous [[Highguard_religious_beliefs#Stewards_of_the_dead|steward of the dead]] threw herself into the bay. Troubled in mind and spirit, she broke free from her attendants and hurled herself from the cliffs that bear her name after months convinced that she could hear the tolling of a great bell summoning her to the sea. Some fisherfolk of Elos still claim they can hear a bell in the deeps, from time to time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Optarion===&lt;br /&gt;
The unsettled hills of Optarion quickly give way to a broad band of scrubby coast. Cliffs line the coast, and those few places where the walls of stone drop down towards sea level are the site of well defended Urizen port-spires. Indeed, Optarion is home to some of the best-defended spires in modern Urizen. The [[#The Court of the Fountain|Court of the Fountain]] stands here, guarding the approach into Redoubt through [[Spiral]] and the peaks are scattered with fortified citadels, many hastily defended in the wake of the fall of Spiral, who have been engaged in irregular border skirmishes with the [[Grendel]]. Most of the other spires are built along the coast - and likewise tend to possess unexpectedly strong defences in the face of barbarian raids along the coast. &lt;br /&gt;
&lt;br /&gt;
The largest non-martial spire in the south-east is &#039;&#039;&#039;Visten&#039;&#039;&#039;, a port built around three soaring towers occupying a strip of land that plunges down to the sea. It brings produce from across the Empire to the southern spires. It is a thriving community, home to those Urizen who find life in the mountains too stifling and want more contact with the wider world. It has one of the largest populations of [[briar|briars]] in Urizen, and it&#039;s population has been swelled by refugees - and ships - from southern Spiral, especially those who managed to escape the fall of [[Spiral#Apulus|Apulian]]. &lt;br /&gt;
&lt;br /&gt;
One notable feature of Visten that attracts scholars and sight-seers alike is a potent [[regio]] tied to the realm of Spring that lies on the Bay of Catazar itself - a ring of turbulent water that erupts once or twice every week into a great waterspout that reaches several hundred feet into the air. [[Bands#Covens|Covens]] making use of this regio, called the &#039;&#039;&#039;Ribbon of Salt&#039;&#039;&#039; by the locals, find their rituals unexpectedly interrupted, occasionally with tragic consequences - the violent water shatters pontoons, rafts and small vessels with equal ease in its active state.&lt;br /&gt;
&lt;br /&gt;
===Siluri===&lt;br /&gt;
The entire region takes it&#039;s name from Mount Siluri, which rises majestically toward heavens and rivals the peaks of [[Zenith]] in height. The central tower of Redoubt&#039;s [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] is built here, gazing down on the forested bowl of [[#Ventosi|Ventosi]] to one side and across the [[Necropolis]] to the other. Several [[mine|mines]] exploit the bounty of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]] that lies beneath the peaks, but it is also home to a number of spires who study and expand the philosophies of war and conflict in their myriad incarnations.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Tomari===&lt;br /&gt;
The wild peaks of Tomari are some of the more populous in Redoubt. The mountains are riddled with [[mine|mines]], and rich in iron, precious metals, fine jewels and [[Materials#Green Iron|green iron]]. The [[#The Brilliant Star|Brilliant Star]] is found here, and occasional pockets of mithril are found throughout the peaks. It is also the site of the famous spire of [[#Delving|Delving]], whose prosperity is based on rich mines and the study of subterranean engineering.&lt;br /&gt;
&lt;br /&gt;
Among other notable spires, &#039;&#039;&#039;Tabulous&#039;&#039;&#039; is a college whose curriculum focuses on teaching rigorous objectivity and complex mathematics. Many members of the faculty are retired Urizen civil servants, and the cirriculum is considered excellent for training servants of the Empire, giving them the skills to make accurate accountings and forecasts. The Day [[regio]] in which Tabulous stands is credited both with cultivating an atmosphere of calm and rationality, and making the spire especially welcoming to [[merrow]] scholars.&lt;br /&gt;
&lt;br /&gt;
On the highest peak here stands the fused ruin known as the &#039;&#039;&#039;Unmade&#039;&#039;&#039;. A crumbled tower of blasted stone, it is said that it once was a spire, that was eradicated completely by the massed Spires of Urizen early in the days of the Empire. No-one remembers why - which in a nation dedicated to the keeping of accurate records is a matter of obvious concern.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Ventosi===&lt;br /&gt;
The valleys of Ventosi form a great shallow basin between the towering peaks to the north, east and south. Wild forests haunted by surly orcs and hungry [[Mundane_beasts#Drakes|drakes]] give way to fertile [[farm|farmland]] nearer the rocky coast, where sheer white stone cliffs drop vertiginously into the Bay of Catazar. These western cliffs, haunted by massive gulls and wild sea birds, give Ventosi the feeling of a secluded plateau rather than a valley. A few ambitious spires built along the coast use lifts and treacherous paths to access the water, while others are constructed into the rock walls themselves gazing out towards the Brass Coast. The cliffs of Ventosi are the only known nesting grounds within the empire of the Imperial Albatross - some specimens have been reported with wingspans of almost twenty feet.&lt;br /&gt;
&lt;br /&gt;
One of the more prominent spires here is called &#039;&#039;&#039;The Haollows&#039;&#039;, for its unusual construction: wind-blown caves in the sandstone formed into extensive dwellings by years of patient, meditative, stone-carving. It is exceptional in Redoubt as a place of spiritual study and introspection. The nature of time is a particular topic discussed here and the surrounding area is scattered with large works of sculpture left to the mercy of the elements.&lt;br /&gt;
&lt;br /&gt;
===Willstone===&lt;br /&gt;
The slopes of north-eastern Redoubt are heavily wooded, with hardy confiers on the upper slopes and sprawling [[forest|forests]] of [[Materials#Beggar&#039;s Lye|beggarwood]] on the lower slopes. There are comparatively few spires here, and they tend to be both isolated and isolationist, keeping contact with their peers largely through the heliopticon. This has contributed somewhat to Willstone also being the home of at least three small tribes of independent barbrian [[orc]] bandits who occasionally bedevil travelers or launch a (generally unsuccessful) raid against one of the smaller spires. The best known spire in the region is probably &#039;&#039;&#039;Willstone&#039;&#039;&#039;&lt;br /&gt;
Built largely of wood on the lower slopes of the mountain, surrounding a central carved stone pillar worked with many runes, it is known for training particularly resourceful [[Urizen_military_concerns#Sentinels|sentinels]].&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Redoubt is in the hands of the Urizen (and by extension the Empire) meaning this is a staunchly Imperial territory.&lt;br /&gt;
* The [[#The Court of the White Fountain|Court of the White Fountain]] is a rank one [[Fortifications|fortification]].&lt;br /&gt;
* The port-town of [[Zenith#Cargo|Cargo]] was erroneously placed in Redoubt; it has been moved to [[Zenith]] where it belongs.&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26937</id>
		<title>Redoubt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26937"/>
		<updated>2014-06-25T13:07:58Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Naris */ tyop patrol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofRedoubt.png|title=Dangerous lowlands and fortified citadels|caption=Regions of Redoubt|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Redoubt is the smallest of the three Urizen territories and the wildest. The peaks are lower here and many spires are actually built in the foothills; only [[#Siluri|Mount Siluri]] comes close to matching the splendor of the peaks of [[Zenith]] to the north. There are many [[mine|mines]], with [[Materials#Green Iron|green iron]] and [[Materials#Tempest Jade|tempest jade]] being especially common, but ports such as [[#Naris|Elos]] and [[#Optarion|Visten]] look outwards to the wider world and the many opportunities it presents for trade and both philsophical and cultural exchange. Most of the coast is made up of white stone cliffs, unwelcoming and inhospitable; only as the land slopes down towards [[Necropolis]] and the river Couros does Redoubt possess many beaches.&lt;br /&gt;
&lt;br /&gt;
The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. Scholars have spent centuries trying to tease some truth about these tunnels from the cold stone - are they a natural phenomena? Signs of pre-human habitation of the mountains? The result of some magical working? To date, no convincing explanation has been offered, and philosophers on all sides argue heatedly about their provenance.&lt;br /&gt;
&lt;br /&gt;
Redoubt is lightly settled, even for Urizen, with many of the more prosperous spires being built along the coast, or overlooking the banks of the Couros river to the west. Unsurprisingly, there are many [[Urizen_military_concerns|citadels]] here and a strong martial tradition, but this is also a territory that produces more than its fair share of zoologists and botanists. These natural philosophers are sometimes blamed for the more esoteric animals and pulants found here, and the occasional mutated hybrid horror that appears here is often a sign that a magician is straying dangerously close to insanity.&lt;br /&gt;
&lt;br /&gt;
Parts of the lowlands are quite dangerous - and not just because of these mutated experiments. Several bandit tribes of orcs live in the spaces between the spires, and barely a year goes by without a nest of [[trogoni]] or a den of drakes becoming a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since 331YE and the barbarian conquest of [[Spiral]], Redoubt has been preparing itself for invasion. It&#039;s long coastline is something of a liability against the [[Grendel]], but for now a combination of sheer cliffs, [[The Brass Coast|Freeborn]] [[The_Brass_Coast_economic_interests|corsairs]] and Urizen&#039;s own small fleet of martially inclined vessels have prevented the barbarians achieving much more than a few small raids along the shores of the Bay of Catazaar.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Delving ===&lt;br /&gt;
{{CaptionedImage|file=Headdress2.jpg|title=Urizen Headdress|align=left|width=200}}&lt;br /&gt;
One of the best known spires in Redoubt is ound in the [[#Tomari|Tomari]] peaks. Built in a network of deep caves that bear star-map patterns allegedly carved centuries before the height of the Terunael Empire. It is more mercantile than many spires. Although it is still a place of study, its wealth is based on [[mine|mining]] and the principles of engineering when it comes to mining. Adventuresome [[Wintermark|Winterfolk]] often come here to teach and to study, and it is considered a pre-eminent site for Urizen study of the [[Rune Overview|runic]] tradition of magic. Prior to the fall of [[Holberg]], the university there maintained a traditional exchange program where students from the city would spend some time studying in the rarefied atmosphere of Redoubt, or travel north to the cosmopolitan halls of [[The League|League]] academia.&lt;br /&gt;
&lt;br /&gt;
===The Court of the White Fountain===&lt;br /&gt;
Built in the foothills of [[#Optarion|Optarion]], the Court of the White Fountain is a single massive tower of white granite surrounded by a massive semi-circular wall that completely fills one of the few major passes between Redoubt and the Broken Shore to the south, The White Fountain itself is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This is a rank one [[Fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===The Brilliant Star===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
In the [[#Tomari|Tomari]] peaks, overlooking the [[spire]] of [[#Delving|Delving]] is the Brilliant Star. Allegedly the most beautiful of all the star shaped tunnel complexes that undermine the mountains, it&#039;s walls gleam slightly even when there is no other light. Scholars say that the earliest workings here go back thousands of years, long before there are reliable reports of humans in these mountains.&lt;br /&gt;
&lt;br /&gt;
The Brilliant Star is an Imperial [[Bourse#The_Brilliant_Star|Bourse position]] that produces 24 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Limus===&lt;br /&gt;
The mines of Limus are known not for their metals, but for their stone. Hard stone well suited to construction and soft decorative stone alike are quarried out of the peaks and used for everything from the construction of new spires, to the tombs of [[Necropolis]], to the palaces of [[The League|League]] merchant princes, to the parador of [[The Brass Coast|Freeborn]] dhomrio. A number of spires have become rich [[business|exporting stone]] to the Empire and beyond - rare blue marble from the peaks of Limus is in demand as far afield as the [[Asavean Archipelago]] and the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the spires and quarries of Limus comes not from below, but from a tribe of particularly clever orcs and their mountain [[ogre]] allies. These orcs are believed to occupy a cunningly hidden valley somewhere in the mountains here - or possibly on the slopes of southern Zenith - and regularly raid caravans traveling the road along the banks of the Couros. They have proved particularly difficult to uproot, and practical Urizen have responded simply by sending important cargo by boat rather than wagon. Those spires of Limus who lack the ability to take this easy option would likely be quite grateful to anyone who could solve their problem once and for all.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Naris=== &lt;br /&gt;
The foothills of Redoubt slope smoothly down toward the Bay of Catazar here, presenting some of the most accessible coastline in the nation. Some spires [[farm|cultivate]] the fertile grassland here - especially along the banks of the Couros - but find that the low altitude makes their [[Urizen_economic_interests|ushabti]] unreliable, and few Urizen enjoy the hard manual labour entailed by working in a field. Much more common are [[herb garden|houses of healing]], especially those that focus on sickness of the mind or the spirit, and especially around the headland known as Rebekah&#039;s Leap. Some of these restful spires [[business|cater]] specifically to Imperial citizens from other nations suffering from stress or depression, recovering from chronic sickness, or in the last stages of terminal illness.&lt;br /&gt;
&lt;br /&gt;
Here is found &#039;&#039;&#039;Elos&#039;&#039;&#039;, a base for what little navy Urizen had before the time of Empire. Today the spire is little more than a quiet fishing village, with most major trade passing it entirely in favour of the much larger ports of [[Redoubt#Cargo|Cargo]] and [[Necropolis#Hedrossan|Hedra]] to the north. Despite its somnolent present, there are still a few reminders of its former purpose - the quayside is extensive and the harbour wall fortified in several places. The shipyard that once maintained a small fleet of weirwood vessels now services a few dozen fishing boats, but if the need were great its past glories might yet be restored.&lt;br /&gt;
&lt;br /&gt;
At the highest point of the headland that looks out over the Bay of Catazar is &#039;&#039;&#039;Rebekah&#039;s Leap&#039;&#039;&#039;, the place where an eponymous [[Highguard_religious_beliefs#Stewards_of_the_dead|steward of the dead]] threw herself into the bay. Troubled in mind and spirit, she broke free from her attendants and hurled herself from the cliffs that bear her name after months convinced that she could hear the tolling of a great bell summoning her to the sea. Some fisherfolk of Elos still claim they can hear a bell in the deeps, from time to time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Optarion===&lt;br /&gt;
The unsettled hills of Optarion quickly give way to a broad band of scrubby coast. Cliffs line the coast, and those few places where the walls of stone drop down towards sea level are the site of well defended Urizen port-spires. Indeed, Optarion is home to some of the best-defended spires in modern Urizen. The [[#The Court of the Fountain|Court of the Fountain]] stands here, guarding the approach into Redoubt through [[Spiral]] and the peaks are scattered with fortified citadels, many hastily defended in the wake of the fall of Spiral, who have been engaged in irregular border skirmishes with the [[Grendel]]. Most of the other spires are built along the coast - and likewise tend to possess unexpectedly strong defences in the face of barbarian raids along the coast. &lt;br /&gt;
&lt;br /&gt;
The largest non-martial spire in the south-east is &#039;&#039;&#039;Visten&#039;&#039;&#039;, a port built around three soaring towers occupying a strip of land that plunges down to the sea. It brings produce from across the Empire to the southern spires. It is a thriving community, home to those Urizen who find life in the mountains too stifling and want more contact with the wider world. It has one of the largest populations of [[briar|briars]] in Urizen, and it&#039;s population has been swelled by refugees - and ships - from southern Spiral, especially those who managed to escape the fall of [[Spiral#Apulus|Apulian]]. &lt;br /&gt;
&lt;br /&gt;
One notable feature of Visten that attracts scholars and sight-seers alike is a potent [[regio]] tied to the realm of Spring that lies on the Bay of Catazar itself - a ring of turbulent water that erupts once or twice every week into a great waterspout that reaches several hundred feet into the air. [[Bands#Covens|Covens]] making use of this regio, called the &#039;&#039;&#039;Ribbon of Salt&#039;&#039;&#039; by the locals, find their rituals unexpectedly interrupted, occasionally with tragic consequences - the violent water shatters pontoons, rafts and small vessels with equal ease in it&#039;s active state.&lt;br /&gt;
&lt;br /&gt;
===Siluri===&lt;br /&gt;
The entire region takes it&#039;s name from Mount Siluri, which rises majestically toward heavens and rivals the peaks of [[Zenith]] in height. The central tower of Redoubt&#039;s [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] is built here, gazing down on the forested bowl of [[#Ventosi|Ventosi]] to one side and across the [[Necropolis]] to the other. Several [[mine|mines]] exploit the bounty of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]] that lies beneath the peaks, but it is also home to a number of spires who study and expand the philosophies of war and conflict in their myriad incarnations.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Tomari===&lt;br /&gt;
The wild peaks of Tomari are some of the more populous in Redoubt. The mountains are riddled with [[mine|mines]], and rich in iron, precious metals, fine jewels and [[Materials#Green Iron|green iron]]. The [[#The Brilliant Star|Brilliant Star]] is found here, and occasional pockets of mithril are found throughout the peaks. It is also the site of the famous spire of [[#Delving|Delving]], whose prosperity is based on rich mines and the study of subterranean engineering.&lt;br /&gt;
&lt;br /&gt;
Among other notable spires, &#039;&#039;&#039;Tabulous&#039;&#039;&#039; is a college whose curriculum focuses on teaching rigorous objectivity and complex mathematics. Many members of the faculty are retired Urizen civil servants, and the cirriculum is considered excellent for training servants of the Empire, giving them the skills to make accurate accountings and forecasts. The Day [[regio]] in which Tabulous stands is credited both with cultivating an atmosphere of calm and rationality, and making the spire especially welcoming to [[merrow]] scholars.&lt;br /&gt;
&lt;br /&gt;
On the highest peak here stands the fused ruin known as the &#039;&#039;&#039;Unmade&#039;&#039;&#039;. A crumbled tower of blasted stone, it is said that it once was a spire, that was eradicated completely by the massed Spires of Urizen early in the days of the Empire. No-one remembers why - which in a nation dedicated to the keeping of accurate records is a matter of obvious concern.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Ventosi===&lt;br /&gt;
The valleys of Ventosi form a great shallow basin between the towering peaks to the north, east and south. Wild forests haunted by surly orcs and hungry [[Mundane_beasts#Drakes|drakes]] give way to fertile [[farm|farmland]] nearer the rocky coast, where sheer white stone cliffs drop vertiginously into the Bay of Catazar. These western cliffs, haunted by massive gulls and wild sea birds, give Ventosi the feeling of a secluded plateau rather than a valley. A few ambitious spires built along the coast use lifts and treacherous paths to access the water, while others are constructed into the rock walls themselves gazing out towards the Brass Coast. The cliffs of Ventosi are the only known nesting grounds within the empire of the Imperial Albatross - some specimens have been reported with wingspans of almost twenty feet.&lt;br /&gt;
&lt;br /&gt;
One of the more prominent spires here is called &#039;&#039;&#039;The Haollows&#039;&#039;, for its unusual construction: wind-blown caves in the sandstone formed into extensive dwellings by years of patient, meditative, stone-carving. It is exceptional in Redoubt as a place of spiritual study and introspection. The nature of time is a particular topic discussed here and the surrounding area is scattered with large works of sculpture left to the mercy of the elements.&lt;br /&gt;
&lt;br /&gt;
===Willstone===&lt;br /&gt;
The slopes of north-eastern Redoubt are heavily wooded, with hardy confiers on the upper slopes and sprawling [[forest|forests]] of [[Materials#Beggar&#039;s Lye|beggarwood]] on the lower slopes. There are comparatively few spires here, and they tend to be both isolated and isolationist, keeping contact with their peers largely through the heliopticon. This has contributed somewhat to Willstone also being the home of at least three small tribes of independent barbrian [[orc]] bandits who occasionally bedevil travelers or launch a (generally unsuccessful) raid against one of the smaller spires. The best known spire in the region is probably &#039;&#039;&#039;Willstone&#039;&#039;&#039;&lt;br /&gt;
Built largely of wood on the lower slopes of the mountain, surrounding a central carved stone pillar worked with many runes, it is known for training particularly resourceful [[Urizen_military_concerns#Sentinels|sentinels]].&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Redoubt is in the hands of the Urizen (and by extension the Empire) meaning this is a staunchly Imperial territory.&lt;br /&gt;
* The [[#The Court of the White Fountain|Court of the White Fountain]] is a rank one [[Fortifications|fortification]].&lt;br /&gt;
* The port-town of [[Zenith#Cargo|Cargo]] was erroneously placed in Redoubt; it has been moved to [[Zenith]] where it belongs.&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26936</id>
		<title>Redoubt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=26936"/>
		<updated>2014-06-25T13:05:31Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Limus */ tyop patrol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofRedoubt.png|title=Dangerous lowlands and fortified citadels|caption=Regions of Redoubt|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Redoubt is the smallest of the three Urizen territories and the wildest. The peaks are lower here and many spires are actually built in the foothills; only [[#Siluri|Mount Siluri]] comes close to matching the splendor of the peaks of [[Zenith]] to the north. There are many [[mine|mines]], with [[Materials#Green Iron|green iron]] and [[Materials#Tempest Jade|tempest jade]] being especially common, but ports such as [[#Naris|Elos]] and [[#Optarion|Visten]] look outwards to the wider world and the many opportunities it presents for trade and both philsophical and cultural exchange. Most of the coast is made up of white stone cliffs, unwelcoming and inhospitable; only as the land slopes down towards [[Necropolis]] and the river Couros does Redoubt possess many beaches.&lt;br /&gt;
&lt;br /&gt;
The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. Scholars have spent centuries trying to tease some truth about these tunnels from the cold stone - are they a natural phenomena? Signs of pre-human habitation of the mountains? The result of some magical working? To date, no convincing explanation has been offered, and philosophers on all sides argue heatedly about their provenance.&lt;br /&gt;
&lt;br /&gt;
Redoubt is lightly settled, even for Urizen, with many of the more prosperous spires being built along the coast, or overlooking the banks of the Couros river to the west. Unsurprisingly, there are many [[Urizen_military_concerns|citadels]] here and a strong martial tradition, but this is also a territory that produces more than its fair share of zoologists and botanists. These natural philosophers are sometimes blamed for the more esoteric animals and pulants found here, and the occasional mutated hybrid horror that appears here is often a sign that a magician is straying dangerously close to insanity.&lt;br /&gt;
&lt;br /&gt;
Parts of the lowlands are quite dangerous - and not just because of these mutated experiments. Several bandit tribes of orcs live in the spaces between the spires, and barely a year goes by without a nest of [[trogoni]] or a den of drakes becoming a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since 331YE and the barbarian conquest of [[Spiral]], Redoubt has been preparing itself for invasion. It&#039;s long coastline is something of a liability against the [[Grendel]], but for now a combination of sheer cliffs, [[The Brass Coast|Freeborn]] [[The_Brass_Coast_economic_interests|corsairs]] and Urizen&#039;s own small fleet of martially inclined vessels have prevented the barbarians achieving much more than a few small raids along the shores of the Bay of Catazaar.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Delving ===&lt;br /&gt;
{{CaptionedImage|file=Headdress2.jpg|title=Urizen Headdress|align=left|width=200}}&lt;br /&gt;
One of the best known spires in Redoubt is ound in the [[#Tomari|Tomari]] peaks. Built in a network of deep caves that bear star-map patterns allegedly carved centuries before the height of the Terunael Empire. It is more mercantile than many spires. Although it is still a place of study, its wealth is based on [[mine|mining]] and the principles of engineering when it comes to mining. Adventuresome [[Wintermark|Winterfolk]] often come here to teach and to study, and it is considered a pre-eminent site for Urizen study of the [[Rune Overview|runic]] tradition of magic. Prior to the fall of [[Holberg]], the university there maintained a traditional exchange program where students from the city would spend some time studying in the rarefied atmosphere of Redoubt, or travel north to the cosmopolitan halls of [[The League|League]] academia.&lt;br /&gt;
&lt;br /&gt;
===The Court of the White Fountain===&lt;br /&gt;
Built in the foothills of [[#Optarion|Optarion]], the Court of the White Fountain is a single massive tower of white granite surrounded by a massive semi-circular wall that completely fills one of the few major passes between Redoubt and the Broken Shore to the south, The White Fountain itself is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This is a rank one [[Fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===The Brilliant Star===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
In the [[#Tomari|Tomari]] peaks, overlooking the [[spire]] of [[#Delving|Delving]] is the Brilliant Star. Allegedly the most beautiful of all the star shaped tunnel complexes that undermine the mountains, it&#039;s walls gleam slightly even when there is no other light. Scholars say that the earliest workings here go back thousands of years, long before there are reliable reports of humans in these mountains.&lt;br /&gt;
&lt;br /&gt;
The Brilliant Star is an Imperial [[Bourse#The_Brilliant_Star|Bourse position]] that produces 24 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Limus===&lt;br /&gt;
The mines of Limus are known not for their metals, but for their stone. Hard stone well suited to construction and soft decorative stone alike are quarried out of the peaks and used for everything from the construction of new spires, to the tombs of [[Necropolis]], to the palaces of [[The League|League]] merchant princes, to the parador of [[The Brass Coast|Freeborn]] dhomrio. A number of spires have become rich [[business|exporting stone]] to the Empire and beyond - rare blue marble from the peaks of Limus is in demand as far afield as the [[Asavean Archipelago]] and the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the spires and quarries of Limus comes not from below, but from a tribe of particularly clever orcs and their mountain [[ogre]] allies. These orcs are believed to occupy a cunningly hidden valley somewhere in the mountains here - or possibly on the slopes of southern Zenith - and regularly raid caravans traveling the road along the banks of the Couros. They have proved particularly difficult to uproot, and practical Urizen have responded simply by sending important cargo by boat rather than wagon. Those spires of Limus who lack the ability to take this easy option would likely be quite grateful to anyone who could solve their problem once and for all.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Naris=== &lt;br /&gt;
The foothills of Redoubt slope smoothly down toward the Bay of Catazar here, presenting some of the most accessible coastline in the nation. Some spires [[farm|cultivate]] the fertile grassland here - especially along the banks of the Couros - but find that the low altitude makes their [[Urizen_economic_interests|ushabti]] unrealiable, and few Urizen enjoy the hard manual labour entailed by working in a field. Much more common are [[herb garden|houses of healing]], especially those that focus on sickness of the mind or the spirit, and especiall around the headland known as Rebekah&#039;s Leap. Some of these restful spires [[business|cater]] specifically to  Imperial citizens from other nations suffering from stress or depression, recovering from chronic sickness, or in the last stages of terminal illness.&lt;br /&gt;
&lt;br /&gt;
Here is found &#039;&#039;&#039;Elos&#039;&#039;&#039;. a base for what little navy Urizen had before the time of Empire. Today the spire is little more than a quiet fishing village, with most major trade passing it entirely in favour of the much larger ports of [[Redoubt#Cargo|Cargo]] and [[Necropolis#Hedrossan|Hedra]] to the north. Despite it&#039;s sommnolent present, there are still a few reminders of it&#039;s former purpose - the quayside is extensive and the harbour wall fortifed in several places. The shipyard that once maintained a small fleet of weirwood vessels now services a few dozen fishing boats, but if the need were great it&#039;s past glories might yet be restored.&lt;br /&gt;
&lt;br /&gt;
At the highest point of the headland that looks out over the Bay of Catazar is &#039;&#039;&#039;Rebekah&#039;s Leap&#039;&#039;&#039;, the place where an eponymous [[Highguard_religious_beliefs#Stewards_of_the_dead|steward of the dead]] threw herself into the bay. Troubled in mind and spirit, she broke free from her attendants and hurled herself from the cliffs that bear her name after months convinced that she could hear the tolling of a great bell summoning her to the sea. Some fisherfolk of Elos still claim they can hear a bell in the deeps, from time to time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Optarion===&lt;br /&gt;
The unsettled hills of Optarion quickly give way to a broad band of scrubby coast. Cliffs line the coast, and those few places where the walls of stone drop down towards sea level are the site of well defended Urizen port-spires. Indeed, Optarion is home to some of the best-defended spires in modern Urizen. The [[#The Court of the Fountain|Court of the Fountain]] stands here, guarding the approach into Redoubt through [[Spiral]] and the peaks are scattered with fortified citadels, many hastily defended in the wake of the fall of Spiral, who have been engaged in irregular border skirmishes with the [[Grendel]]. Most of the other spires are built along the coast - and likewise tend to possess unexpectedly strong defences in the face of barbarian raids along the coast. &lt;br /&gt;
&lt;br /&gt;
The largest non-martial spire in the south-east is &#039;&#039;&#039;Visten&#039;&#039;&#039;, a port built around three soaring towers occupying a strip of land that plunges down to the sea. It brings produce from across the Empire to the southern spires. It is a thriving community, home to those Urizen who find life in the mountains too stifling and want more contact with the wider world. It has one of the largest populations of [[briar|briars]] in Urizen, and it&#039;s population has been swelled by refugees - and ships - from southern Spiral, especially those who managed to escape the fall of [[Spiral#Apulus|Apulian]]. &lt;br /&gt;
&lt;br /&gt;
One notable feature of Visten that attracts scholars and sight-seers alike is a potent [[regio]] tied to the realm of Spring that lies on the Bay of Catazar itself - a ring of turbulent water that erupts once or twice every week into a great waterspout that reaches several hundred feet into the air. [[Bands#Covens|Covens]] making use of this regio, called the &#039;&#039;&#039;Ribbon of Salt&#039;&#039;&#039; by the locals, find their rituals unexpectedly interrupted, occasionally with tragic consequences - the violent water shatters pontoons, rafts and small vessels with equal ease in it&#039;s active state.&lt;br /&gt;
&lt;br /&gt;
===Siluri===&lt;br /&gt;
The entire region takes it&#039;s name from Mount Siluri, which rises majestically toward heavens and rivals the peaks of [[Zenith]] in height. The central tower of Redoubt&#039;s [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] is built here, gazing down on the forested bowl of [[#Ventosi|Ventosi]] to one side and across the [[Necropolis]] to the other. Several [[mine|mines]] exploit the bounty of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]] that lies beneath the peaks, but it is also home to a number of spires who study and expand the philosophies of war and conflict in their myriad incarnations.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Tomari===&lt;br /&gt;
The wild peaks of Tomari are some of the more populous in Redoubt. The mountains are riddled with [[mine|mines]], and rich in iron, precious metals, fine jewels and [[Materials#Green Iron|green iron]]. The [[#The Brilliant Star|Brilliant Star]] is found here, and occasional pockets of mithril are found throughout the peaks. It is also the site of the famous spire of [[#Delving|Delving]], whose prosperity is based on rich mines and the study of subterranean engineering.&lt;br /&gt;
&lt;br /&gt;
Among other notable spires, &#039;&#039;&#039;Tabulous&#039;&#039;&#039; is a college whose curriculum focuses on teaching rigorous objectivity and complex mathematics. Many members of the faculty are retired Urizen civil servants, and the cirriculum is considered excellent for training servants of the Empire, giving them the skills to make accurate accountings and forecasts. The Day [[regio]] in which Tabulous stands is credited both with cultivating an atmosphere of calm and rationality, and making the spire especially welcoming to [[merrow]] scholars.&lt;br /&gt;
&lt;br /&gt;
On the highest peak here stands the fused ruin known as the &#039;&#039;&#039;Unmade&#039;&#039;&#039;. A crumbled tower of blasted stone, it is said that it once was a spire, that was eradicated completely by the massed Spires of Urizen early in the days of the Empire. No-one remembers why - which in a nation dedicated to the keeping of accurate records is a matter of obvious concern.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Ventosi===&lt;br /&gt;
The valleys of Ventosi form a great shallow basin between the towering peaks to the north, east and south. Wild forests haunted by surly orcs and hungry [[Mundane_beasts#Drakes|drakes]] give way to fertile [[farm|farmland]] nearer the rocky coast, where sheer white stone cliffs drop vertiginously into the Bay of Catazar. These western cliffs, haunted by massive gulls and wild sea birds, give Ventosi the feeling of a secluded plateau rather than a valley. A few ambitious spires built along the coast use lifts and treacherous paths to access the water, while others are constructed into the rock walls themselves gazing out towards the Brass Coast. The cliffs of Ventosi are the only known nesting grounds within the empire of the Imperial Albatross - some specimens have been reported with wingspans of almost twenty feet.&lt;br /&gt;
&lt;br /&gt;
One of the more prominent spires here is called &#039;&#039;&#039;The Haollows&#039;&#039;, for its unusual construction: wind-blown caves in the sandstone formed into extensive dwellings by years of patient, meditative, stone-carving. It is exceptional in Redoubt as a place of spiritual study and introspection. The nature of time is a particular topic discussed here and the surrounding area is scattered with large works of sculpture left to the mercy of the elements.&lt;br /&gt;
&lt;br /&gt;
===Willstone===&lt;br /&gt;
The slopes of north-eastern Redoubt are heavily wooded, with hardy confiers on the upper slopes and sprawling [[forest|forests]] of [[Materials#Beggar&#039;s Lye|beggarwood]] on the lower slopes. There are comparatively few spires here, and they tend to be both isolated and isolationist, keeping contact with their peers largely through the heliopticon. This has contributed somewhat to Willstone also being the home of at least three small tribes of independent barbrian [[orc]] bandits who occasionally bedevil travelers or launch a (generally unsuccessful) raid against one of the smaller spires. The best known spire in the region is probably &#039;&#039;&#039;Willstone&#039;&#039;&#039;&lt;br /&gt;
Built largely of wood on the lower slopes of the mountain, surrounding a central carved stone pillar worked with many runes, it is known for training particularly resourceful [[Urizen_military_concerns#Sentinels|sentinels]].&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Redoubt is in the hands of the Urizen (and by extension the Empire) meaning this is a staunchly Imperial territory.&lt;br /&gt;
* The [[#The Court of the White Fountain|Court of the White Fountain]] is a rank one [[Fortifications|fortification]].&lt;br /&gt;
* The port-town of [[Zenith#Cargo|Cargo]] was erroneously placed in Redoubt; it has been moved to [[Zenith]] where it belongs.&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=26887</id>
		<title>Volodmartz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=26887"/>
		<updated>2014-06-24T13:34:43Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* OOC Notes */ punctuate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofVolodmartz.png|title=Rich in timber and bottomless mines|caption=Regions of Volodmartz|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are [[Varushka Economic Interests#Outposts|outposts]], scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish. An equally worrying threat is that posed by the northern [[Thule]] barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachead near [[#Brez|Void]]; it is very unlikely to be the last.&lt;br /&gt;
&lt;br /&gt;
The [[Volodny]] had their old centre of power in Volodmartz, and it was here that [[Alderei_the_Fair|Alderei the tyrant-boyar]] was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the [[#Opascari|Opascari]] mountains at what is now a valuable [[#The Hunt of Alderei the Fair|weirwood forest]]. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar&#039;s armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall  back towards [[#Murupa|Alderei&#039;s Run]] in Murupa, where they finally met their end.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Following the [[Thule]] invasion of [[Karsk]] in 368YE, probing assaults were made against [[#Livardz|Livardz]] and [[#Suvretz|Suvretz]]. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a [[War#Creating_a_Beachhead|beachead]] in the north near the vale of [[#Void|Void]] - almost certainly a strike not only against the mana sites and libraries of the [[Varushka_magical_traditions#Cabalists|cabalists]] but against the [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]]. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Triosk ===&lt;br /&gt;
A riverside town in [[#Livardz|Livardz]], with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Despite recent Imperial victories in Karsk, it is still considered to be a front-line settlement, doing all it can to support the campaign in Karsk. Home to many refugees, there is some pressure for these displaced Varushkans to return to their homes - homes that many rightly point out are still threatened by the remaining Thule armies.&lt;br /&gt;
&lt;br /&gt;
=== The Hunt of Alderei the Fair ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
One of the richest resources of Volodmartz, the hunt is a great weirwood forest that was also the site of one of the most vicious battles against the forces of Aldereri the Fair. At the foot of the [[#Opascari|Opascari]] mountains, this vital strategic asset was nearly burnt to the ground in the wake of the Imperial victory. Only quick action by Imperial forces prevented the fire consuming all the trees, and to this day on certain nights of the new moon the living trees are sometimes engulfed in a shimmering copper effulgence that seems to have no natural origin. There is some controversy over the name of the site. Some claim it is named for the treasure seekers who combed the surrounding woods looking for traces of Alderei the Fair in the decades after his defeat. Others say it is actually named for the three nights of pursuit when Imperial forces chased the retreating forces of Alderei south-west toward Alderei&#039;s run.&lt;br /&gt;
&lt;br /&gt;
The Hunt of Alderei the Fair is an Imperial [[Bourse#The_Hunt of Alderei the Fair|Bourse position]] that produces weirwood. It produces 26 [[Imperial wain|Imperial wains]] of weirwood every season.&lt;br /&gt;
&lt;br /&gt;
=== The Granites of Veltsgorsk ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
Deep in the mountains of [[#Brez|Brez]] lie the open mines of Veltsgorsk. The white granite that comes from these mines is sometimes streaked with pink quartz - storytellers claim it is steeped in the blood of all those who have died fighting over Volodmartz in the past, and will help give life to nearby vegetation as a result.&lt;br /&gt;
&lt;br /&gt;
The Granites of Veltsgorsk is a [[Bourse##The_Granites_of_Veltsgorsk|National Bourse position]] which produces white granite. It is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of [[forest]] resources. The bourse position produces 26 wains of white granite each season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Brez===&lt;br /&gt;
The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer. The [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]] lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and [[Materials#Tempest_Jade|Tempest Jade]] the mountains conceal.&lt;br /&gt;
&lt;br /&gt;
There are known to be several strong [[regio]] here, associated primarily with the realm of winter, and these have attracted [[Varushka_magical_traditions#Cabalists|cabalists]] and magical scholars since before there was a Varushka. The cabalists of the mountains of Brez tend to be somewhat isolationist; the best known settlement is the vale of &#039;&#039;&#039;Void&#039;&#039;&#039; in the western foothills, home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that Heralds from the Realm of Winter come here to treat and bargain with the inhabitants, while others speak of a &#039;&#039;shadow library&#039;&#039; containing great stores of information about curses, malign magics and the nature of the Winter eternals.&lt;br /&gt;
&lt;br /&gt;
The southern peaks are the site of &#039;&#039;&#039;Ruin&#039;&#039;&#039;. Once a key mining settlement called &#039;&#039;Vikram&#039;s Haven&#039;&#039;, its destruction in 349YE is generally believed to have been at the hands of a group of miners who delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. It is now the occasional home of [[Warden]]-bands who seek to ensure no Vale makes the same mistake again. Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Livardz===&lt;br /&gt;
The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to [[Miekarova]] and south to [[Karov]] - especially to the bustling port-town of [[Karov#Malimorzi|Korotny]]. At one point, Livardz served as something of a crossroads - with trade also coming from [[Karsk]] to the east, through the town of [[#Triosk|Triosk]]. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.&lt;br /&gt;
&lt;br /&gt;
In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the [[Varushka_military_concerns|wagon raiders]] - either as a base of operations, or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.&lt;br /&gt;
&lt;br /&gt;
===Murupa===&lt;br /&gt;
Central Volodmartz is home to several vales and outposts drawn by the rich bounty of [[Materials#Dragonbone|Dragonbone]] that the forests promise. Several of the vales here maintain close ties with [[Miekarova#Perumaki|Razorwatch]] in [[Miekarova]] - and keep a close eye on the [[Miekarova#The Razors|Razors]] and the [[Varushkan_Monster#Sovereigns|dark power]] that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei&#039;s armies. The valley known as &#039;&#039;&#039;Alderei’s Run&#039;&#039;&#039; is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his men back into the fray. &lt;br /&gt;
&lt;br /&gt;
To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as &#039;&#039;&#039;The Star Caverns&#039;&#039;&#039;, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a [[regio]] aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain [[Astronomancy|constellations]] especially the [[The_Key_and_The_Lock#The Key|Key]] and [[The_Key_and_The_Lock#The Lock|Lock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Opascari===&lt;br /&gt;
The mountains of Opascari are rich in gold, [[Materials#Orichalcum|orichalcum]] and precious stones. Opascari is known in particular for its sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in [[mana site|mana sites]], often jealously guarded and requiring regular protection again (among other things) packs of hungry [[trogoni]]. While much of Opascari&#039;s wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as [[#The Hunt of Alderei the Fair|The Hunt of Alderei the Fair]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Suvretz===&lt;br /&gt;
A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian [[Otkodov]]. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.&lt;br /&gt;
&lt;br /&gt;
Of special interest in Suvretz is a place of legend named &#039;&#039;&#039;Runa&#039;s Loss&#039;&#039;&#039;. Runa was a [[draughir]] [[warden]] who watched the [[Varushkan_Monster|monsters]] of the hills with Toki, her [[changeling]] lover, an apprentice [[Varushka_magical_traditions#Volhov|volhov]]. Toki&#039;s master was seduced by an [[Eternals|eternal]] of Winter (generally held to be [[Wendigo|Agramant]]), and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser [[Loyalty|loyalties]], and is considered a site of pilgrimage for devotees of Loyalty and [[Vigilance]] - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with [[Karsk]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Volodmartz are under Imperial control.&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory. &lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=26886</id>
		<title>Volodmartz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=26886"/>
		<updated>2014-06-24T13:34:27Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Suvretz */ link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofVolodmartz.png|title=Rich in timber and bottomless mines|caption=Regions of Volodmartz|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are [[Varushka Economic Interests#Outposts|outposts]], scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish. An equally worrying threat is that posed by the northern [[Thule]] barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachead near [[#Brez|Void]]; it is very unlikely to be the last.&lt;br /&gt;
&lt;br /&gt;
The [[Volodny]] had their old centre of power in Volodmartz, and it was here that [[Alderei_the_Fair|Alderei the tyrant-boyar]] was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the [[#Opascari|Opascari]] mountains at what is now a valuable [[#The Hunt of Alderei the Fair|weirwood forest]]. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar&#039;s armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall  back towards [[#Murupa|Alderei&#039;s Run]] in Murupa, where they finally met their end.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Following the [[Thule]] invasion of [[Karsk]] in 368YE, probing assaults were made against [[#Livardz|Livardz]] and [[#Suvretz|Suvretz]]. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a [[War#Creating_a_Beachhead|beachead]] in the north near the vale of [[#Void|Void]] - almost certainly a strike not only against the mana sites and libraries of the [[Varushka_magical_traditions#Cabalists|cabalists]] but against the [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]]. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Triosk ===&lt;br /&gt;
A riverside town in [[#Livardz|Livardz]], with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Despite recent Imperial victories in Karsk, it is still considered to be a front-line settlement, doing all it can to support the campaign in Karsk. Home to many refugees, there is some pressure for these displaced Varushkans to return to their homes - homes that many rightly point out are still threatened by the remaining Thule armies.&lt;br /&gt;
&lt;br /&gt;
=== The Hunt of Alderei the Fair ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
One of the richest resources of Volodmartz, the hunt is a great weirwood forest that was also the site of one of the most vicious battles against the forces of Aldereri the Fair. At the foot of the [[#Opascari|Opascari]] mountains, this vital strategic asset was nearly burnt to the ground in the wake of the Imperial victory. Only quick action by Imperial forces prevented the fire consuming all the trees, and to this day on certain nights of the new moon the living trees are sometimes engulfed in a shimmering copper effulgence that seems to have no natural origin. There is some controversy over the name of the site. Some claim it is named for the treasure seekers who combed the surrounding woods looking for traces of Alderei the Fair in the decades after his defeat. Others say it is actually named for the three nights of pursuit when Imperial forces chased the retreating forces of Alderei south-west toward Alderei&#039;s run.&lt;br /&gt;
&lt;br /&gt;
The Hunt of Alderei the Fair is an Imperial [[Bourse#The_Hunt of Alderei the Fair|Bourse position]] that produces weirwood. It produces 26 [[Imperial wain|Imperial wains]] of weirwood every season.&lt;br /&gt;
&lt;br /&gt;
=== The Granites of Veltsgorsk ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
Deep in the mountains of [[#Brez|Brez]] lie the open mines of Veltsgorsk. The white granite that comes from these mines is sometimes streaked with pink quartz - storytellers claim it is steeped in the blood of all those who have died fighting over Volodmartz in the past, and will help give life to nearby vegetation as a result.&lt;br /&gt;
&lt;br /&gt;
The Granites of Veltsgorsk is a [[Bourse##The_Granites_of_Veltsgorsk|National Bourse position]] which produces white granite. It is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of [[forest]] resources. The bourse position produces 26 wains of white granite each season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Brez===&lt;br /&gt;
The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer. The [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]] lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and [[Materials#Tempest_Jade|Tempest Jade]] the mountains conceal.&lt;br /&gt;
&lt;br /&gt;
There are known to be several strong [[regio]] here, associated primarily with the realm of winter, and these have attracted [[Varushka_magical_traditions#Cabalists|cabalists]] and magical scholars since before there was a Varushka. The cabalists of the mountains of Brez tend to be somewhat isolationist; the best known settlement is the vale of &#039;&#039;&#039;Void&#039;&#039;&#039; in the western foothills, home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that Heralds from the Realm of Winter come here to treat and bargain with the inhabitants, while others speak of a &#039;&#039;shadow library&#039;&#039; containing great stores of information about curses, malign magics and the nature of the Winter eternals.&lt;br /&gt;
&lt;br /&gt;
The southern peaks are the site of &#039;&#039;&#039;Ruin&#039;&#039;&#039;. Once a key mining settlement called &#039;&#039;Vikram&#039;s Haven&#039;&#039;, its destruction in 349YE is generally believed to have been at the hands of a group of miners who delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. It is now the occasional home of [[Warden]]-bands who seek to ensure no Vale makes the same mistake again. Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Livardz===&lt;br /&gt;
The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to [[Miekarova]] and south to [[Karov]] - especially to the bustling port-town of [[Karov#Malimorzi|Korotny]]. At one point, Livardz served as something of a crossroads - with trade also coming from [[Karsk]] to the east, through the town of [[#Triosk|Triosk]]. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.&lt;br /&gt;
&lt;br /&gt;
In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the [[Varushka_military_concerns|wagon raiders]] - either as a base of operations, or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.&lt;br /&gt;
&lt;br /&gt;
===Murupa===&lt;br /&gt;
Central Volodmartz is home to several vales and outposts drawn by the rich bounty of [[Materials#Dragonbone|Dragonbone]] that the forests promise. Several of the vales here maintain close ties with [[Miekarova#Perumaki|Razorwatch]] in [[Miekarova]] - and keep a close eye on the [[Miekarova#The Razors|Razors]] and the [[Varushkan_Monster#Sovereigns|dark power]] that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei&#039;s armies. The valley known as &#039;&#039;&#039;Alderei’s Run&#039;&#039;&#039; is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his men back into the fray. &lt;br /&gt;
&lt;br /&gt;
To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as &#039;&#039;&#039;The Star Caverns&#039;&#039;&#039;, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a [[regio]] aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain [[Astronomancy|constellations]] especially the [[The_Key_and_The_Lock#The Key|Key]] and [[The_Key_and_The_Lock#The Lock|Lock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Opascari===&lt;br /&gt;
The mountains of Opascari are rich in gold, [[Materials#Orichalcum|orichalcum]] and precious stones. Opascari is known in particular for its sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in [[mana site|mana sites]], often jealously guarded and requiring regular protection again (among other things) packs of hungry [[trogoni]]. While much of Opascari&#039;s wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as [[#The Hunt of Alderei the Fair|The Hunt of Alderei the Fair]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Suvretz===&lt;br /&gt;
A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian [[Otkodov]]. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.&lt;br /&gt;
&lt;br /&gt;
Of special interest in Suvretz is a place of legend named &#039;&#039;&#039;Runa&#039;s Loss&#039;&#039;&#039;. Runa was a [[draughir]] [[warden]] who watched the [[Varushkan_Monster|monsters]] of the hills with Toki, her [[changeling]] lover, an apprentice [[Varushka_magical_traditions#Volhov|volhov]]. Toki&#039;s master was seduced by an [[Eternals|eternal]] of Winter (generally held to be [[Wendigo|Agramant]]), and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser [[Loyalty|loyalties]], and is considered a site of pilgrimage for devotees of Loyalty and [[Vigilance]] - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with [[Karsk]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Volodmartz are under Imperial control, &lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory. &lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=26885</id>
		<title>Volodmartz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=26885"/>
		<updated>2014-06-24T13:33:23Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Opascari */ fun with punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofVolodmartz.png|title=Rich in timber and bottomless mines|caption=Regions of Volodmartz|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are [[Varushka Economic Interests#Outposts|outposts]], scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish. An equally worrying threat is that posed by the northern [[Thule]] barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachead near [[#Brez|Void]]; it is very unlikely to be the last.&lt;br /&gt;
&lt;br /&gt;
The [[Volodny]] had their old centre of power in Volodmartz, and it was here that [[Alderei_the_Fair|Alderei the tyrant-boyar]] was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the [[#Opascari|Opascari]] mountains at what is now a valuable [[#The Hunt of Alderei the Fair|weirwood forest]]. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar&#039;s armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall  back towards [[#Murupa|Alderei&#039;s Run]] in Murupa, where they finally met their end.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Following the [[Thule]] invasion of [[Karsk]] in 368YE, probing assaults were made against [[#Livardz|Livardz]] and [[#Suvretz|Suvretz]]. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a [[War#Creating_a_Beachhead|beachead]] in the north near the vale of [[#Void|Void]] - almost certainly a strike not only against the mana sites and libraries of the [[Varushka_magical_traditions#Cabalists|cabalists]] but against the [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]]. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Triosk ===&lt;br /&gt;
A riverside town in [[#Livardz|Livardz]], with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Despite recent Imperial victories in Karsk, it is still considered to be a front-line settlement, doing all it can to support the campaign in Karsk. Home to many refugees, there is some pressure for these displaced Varushkans to return to their homes - homes that many rightly point out are still threatened by the remaining Thule armies.&lt;br /&gt;
&lt;br /&gt;
=== The Hunt of Alderei the Fair ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
One of the richest resources of Volodmartz, the hunt is a great weirwood forest that was also the site of one of the most vicious battles against the forces of Aldereri the Fair. At the foot of the [[#Opascari|Opascari]] mountains, this vital strategic asset was nearly burnt to the ground in the wake of the Imperial victory. Only quick action by Imperial forces prevented the fire consuming all the trees, and to this day on certain nights of the new moon the living trees are sometimes engulfed in a shimmering copper effulgence that seems to have no natural origin. There is some controversy over the name of the site. Some claim it is named for the treasure seekers who combed the surrounding woods looking for traces of Alderei the Fair in the decades after his defeat. Others say it is actually named for the three nights of pursuit when Imperial forces chased the retreating forces of Alderei south-west toward Alderei&#039;s run.&lt;br /&gt;
&lt;br /&gt;
The Hunt of Alderei the Fair is an Imperial [[Bourse#The_Hunt of Alderei the Fair|Bourse position]] that produces weirwood. It produces 26 [[Imperial wain|Imperial wains]] of weirwood every season.&lt;br /&gt;
&lt;br /&gt;
=== The Granites of Veltsgorsk ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
Deep in the mountains of [[#Brez|Brez]] lie the open mines of Veltsgorsk. The white granite that comes from these mines is sometimes streaked with pink quartz - storytellers claim it is steeped in the blood of all those who have died fighting over Volodmartz in the past, and will help give life to nearby vegetation as a result.&lt;br /&gt;
&lt;br /&gt;
The Granites of Veltsgorsk is a [[Bourse##The_Granites_of_Veltsgorsk|National Bourse position]] which produces white granite. It is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of [[forest]] resources. The bourse position produces 26 wains of white granite each season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Brez===&lt;br /&gt;
The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer. The [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]] lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and [[Materials#Tempest_Jade|Tempest Jade]] the mountains conceal.&lt;br /&gt;
&lt;br /&gt;
There are known to be several strong [[regio]] here, associated primarily with the realm of winter, and these have attracted [[Varushka_magical_traditions#Cabalists|cabalists]] and magical scholars since before there was a Varushka. The cabalists of the mountains of Brez tend to be somewhat isolationist; the best known settlement is the vale of &#039;&#039;&#039;Void&#039;&#039;&#039; in the western foothills, home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that Heralds from the Realm of Winter come here to treat and bargain with the inhabitants, while others speak of a &#039;&#039;shadow library&#039;&#039; containing great stores of information about curses, malign magics and the nature of the Winter eternals.&lt;br /&gt;
&lt;br /&gt;
The southern peaks are the site of &#039;&#039;&#039;Ruin&#039;&#039;&#039;. Once a key mining settlement called &#039;&#039;Vikram&#039;s Haven&#039;&#039;, its destruction in 349YE is generally believed to have been at the hands of a group of miners who delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. It is now the occasional home of [[Warden]]-bands who seek to ensure no Vale makes the same mistake again. Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Livardz===&lt;br /&gt;
The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to [[Miekarova]] and south to [[Karov]] - especially to the bustling port-town of [[Karov#Malimorzi|Korotny]]. At one point, Livardz served as something of a crossroads - with trade also coming from [[Karsk]] to the east, through the town of [[#Triosk|Triosk]]. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.&lt;br /&gt;
&lt;br /&gt;
In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the [[Varushka_military_concerns|wagon raiders]] - either as a base of operations, or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.&lt;br /&gt;
&lt;br /&gt;
===Murupa===&lt;br /&gt;
Central Volodmartz is home to several vales and outposts drawn by the rich bounty of [[Materials#Dragonbone|Dragonbone]] that the forests promise. Several of the vales here maintain close ties with [[Miekarova#Perumaki|Razorwatch]] in [[Miekarova]] - and keep a close eye on the [[Miekarova#The Razors|Razors]] and the [[Varushkan_Monster#Sovereigns|dark power]] that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei&#039;s armies. The valley known as &#039;&#039;&#039;Alderei’s Run&#039;&#039;&#039; is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his men back into the fray. &lt;br /&gt;
&lt;br /&gt;
To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as &#039;&#039;&#039;The Star Caverns&#039;&#039;&#039;, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a [[regio]] aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain [[Astronomancy|constellations]] especially the [[The_Key_and_The_Lock#The Key|Key]] and [[The_Key_and_The_Lock#The Lock|Lock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Opascari===&lt;br /&gt;
The mountains of Opascari are rich in gold, [[Materials#Orichalcum|orichalcum]] and precious stones. Opascari is known in particular for its sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in [[mana site|mana sites]], often jealously guarded and requiring regular protection again (among other things) packs of hungry [[trogoni]]. While much of Opascari&#039;s wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as [[#The Hunt of Alderei the Fair|The Hunt of Alderei the Fair]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Suvretz===&lt;br /&gt;
A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian [[Otkodov]]. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.&lt;br /&gt;
&lt;br /&gt;
Of special interest in Suvretz is a place of legend named &#039;&#039;&#039;Runa&#039;s Loss&#039;&#039;&#039;. Runa was a [[draughir]] [[warden]] who watched the [[Varushkan_Monster|monsters]] of the hills with Toki, her [[changeling]] lover, an apprentice [[Varushka_magical_traditions#Volhov|volhov]]. Toki&#039;s master was seduced by an [[Eternals|eternal]] of Winter (generally held to be [[Wendigo|Agramant])], and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser [[Loyalty|loyalties]], and is considered a site of pilgrimage for devotees of Loyalty and [[Vigilance]] - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with [[Karsk]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Volodmartz are under Imperial control, &lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory. &lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=26884</id>
		<title>Volodmartz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=26884"/>
		<updated>2014-06-24T13:32:09Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Brez */ various language crimes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofVolodmartz.png|title=Rich in timber and bottomless mines|caption=Regions of Volodmartz|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are [[Varushka Economic Interests#Outposts|outposts]], scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish. An equally worrying threat is that posed by the northern [[Thule]] barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachead near [[#Brez|Void]]; it is very unlikely to be the last.&lt;br /&gt;
&lt;br /&gt;
The [[Volodny]] had their old centre of power in Volodmartz, and it was here that [[Alderei_the_Fair|Alderei the tyrant-boyar]] was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the [[#Opascari|Opascari]] mountains at what is now a valuable [[#The Hunt of Alderei the Fair|weirwood forest]]. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar&#039;s armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall  back towards [[#Murupa|Alderei&#039;s Run]] in Murupa, where they finally met their end.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Following the [[Thule]] invasion of [[Karsk]] in 368YE, probing assaults were made against [[#Livardz|Livardz]] and [[#Suvretz|Suvretz]]. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a [[War#Creating_a_Beachhead|beachead]] in the north near the vale of [[#Void|Void]] - almost certainly a strike not only against the mana sites and libraries of the [[Varushka_magical_traditions#Cabalists|cabalists]] but against the [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]]. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Triosk ===&lt;br /&gt;
A riverside town in [[#Livardz|Livardz]], with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Despite recent Imperial victories in Karsk, it is still considered to be a front-line settlement, doing all it can to support the campaign in Karsk. Home to many refugees, there is some pressure for these displaced Varushkans to return to their homes - homes that many rightly point out are still threatened by the remaining Thule armies.&lt;br /&gt;
&lt;br /&gt;
=== The Hunt of Alderei the Fair ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
One of the richest resources of Volodmartz, the hunt is a great weirwood forest that was also the site of one of the most vicious battles against the forces of Aldereri the Fair. At the foot of the [[#Opascari|Opascari]] mountains, this vital strategic asset was nearly burnt to the ground in the wake of the Imperial victory. Only quick action by Imperial forces prevented the fire consuming all the trees, and to this day on certain nights of the new moon the living trees are sometimes engulfed in a shimmering copper effulgence that seems to have no natural origin. There is some controversy over the name of the site. Some claim it is named for the treasure seekers who combed the surrounding woods looking for traces of Alderei the Fair in the decades after his defeat. Others say it is actually named for the three nights of pursuit when Imperial forces chased the retreating forces of Alderei south-west toward Alderei&#039;s run.&lt;br /&gt;
&lt;br /&gt;
The Hunt of Alderei the Fair is an Imperial [[Bourse#The_Hunt of Alderei the Fair|Bourse position]] that produces weirwood. It produces 26 [[Imperial wain|Imperial wains]] of weirwood every season.&lt;br /&gt;
&lt;br /&gt;
=== The Granites of Veltsgorsk ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
Deep in the mountains of [[#Brez|Brez]] lie the open mines of Veltsgorsk. The white granite that comes from these mines is sometimes streaked with pink quartz - storytellers claim it is steeped in the blood of all those who have died fighting over Volodmartz in the past, and will help give life to nearby vegetation as a result.&lt;br /&gt;
&lt;br /&gt;
The Granites of Veltsgorsk is a [[Bourse##The_Granites_of_Veltsgorsk|National Bourse position]] which produces white granite. It is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of [[forest]] resources. The bourse position produces 26 wains of white granite each season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Brez===&lt;br /&gt;
The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer. The [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]] lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and [[Materials#Tempest_Jade|Tempest Jade]] the mountains conceal.&lt;br /&gt;
&lt;br /&gt;
There are known to be several strong [[regio]] here, associated primarily with the realm of winter, and these have attracted [[Varushka_magical_traditions#Cabalists|cabalists]] and magical scholars since before there was a Varushka. The cabalists of the mountains of Brez tend to be somewhat isolationist; the best known settlement is the vale of &#039;&#039;&#039;Void&#039;&#039;&#039; in the western foothills, home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that Heralds from the Realm of Winter come here to treat and bargain with the inhabitants, while others speak of a &#039;&#039;shadow library&#039;&#039; containing great stores of information about curses, malign magics and the nature of the Winter eternals.&lt;br /&gt;
&lt;br /&gt;
The southern peaks are the site of &#039;&#039;&#039;Ruin&#039;&#039;&#039;. Once a key mining settlement called &#039;&#039;Vikram&#039;s Haven&#039;&#039;, its destruction in 349YE is generally believed to have been at the hands of a group of miners who delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. It is now the occasional home of [[Warden]]-bands who seek to ensure no Vale makes the same mistake again. Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Livardz===&lt;br /&gt;
The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to [[Miekarova]] and south to [[Karov]] - especially to the bustling port-town of [[Karov#Malimorzi|Korotny]]. At one point, Livardz served as something of a crossroads - with trade also coming from [[Karsk]] to the east, through the town of [[#Triosk|Triosk]]. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.&lt;br /&gt;
&lt;br /&gt;
In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the [[Varushka_military_concerns|wagon raiders]] - either as a base of operations, or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.&lt;br /&gt;
&lt;br /&gt;
===Murupa===&lt;br /&gt;
Central Volodmartz is home to several vales and outposts drawn by the rich bounty of [[Materials#Dragonbone|Dragonbone]] that the forests promise. Several of the vales here maintain close ties with [[Miekarova#Perumaki|Razorwatch]] in [[Miekarova]] - and keep a close eye on the [[Miekarova#The Razors|Razors]] and the [[Varushkan_Monster#Sovereigns|dark power]] that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei&#039;s armies. The valley known as &#039;&#039;&#039;Alderei’s Run&#039;&#039;&#039; is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his men back into the fray. &lt;br /&gt;
&lt;br /&gt;
To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as &#039;&#039;&#039;The Star Caverns&#039;&#039;&#039;, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a [[regio]] aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain [[Astronomancy|constellations]] especially the [[The_Key_and_The_Lock#The Key|Key]] and [[The_Key_and_The_Lock#The Lock|Lock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Opascari===&lt;br /&gt;
The mountains of Opascari are rich in gold,[[Materials#Orichalcum|orichalcum]] and precious stones. Opascari is known in particular for it&#039;s sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in [[mana site|mana sites]], often jealously guarded and requiring regular protection again (among other things) packs of hungry [[trogoni]]. While much of Opascari&#039;s wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as [[#The Hunt of Alderei the Fair|The Hunt of Alderei the Fair]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Suvretz===&lt;br /&gt;
A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian [[Otkodov]]. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.&lt;br /&gt;
&lt;br /&gt;
Of special interest in Suvretz is a place of legend named &#039;&#039;&#039;Runa&#039;s Loss&#039;&#039;&#039;. Runa was a [[draughir]] [[warden]] who watched the [[Varushkan_Monster|monsters]] of the hills with Toki, her [[changeling]] lover, an apprentice [[Varushka_magical_traditions#Volhov|volhov]]. Toki&#039;s master was seduced by an [[Eternals|eternal]] of Winter (generally held to be [[Wendigo|Agramant])], and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser [[Loyalty|loyalties]], and is considered a site of pilgrimage for devotees of Loyalty and [[Vigilance]] - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with [[Karsk]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Volodmartz are under Imperial control, &lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory. &lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=26883</id>
		<title>Volodmartz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=26883"/>
		<updated>2014-06-24T13:29:55Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Recent History */ tyop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofVolodmartz.png|title=Rich in timber and bottomless mines|caption=Regions of Volodmartz|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are [[Varushka Economic Interests#Outposts|outposts]], scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish. An equally worrying threat is that posed by the northern [[Thule]] barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachead near [[#Brez|Void]]; it is very unlikely to be the last.&lt;br /&gt;
&lt;br /&gt;
The [[Volodny]] had their old centre of power in Volodmartz, and it was here that [[Alderei_the_Fair|Alderei the tyrant-boyar]] was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the [[#Opascari|Opascari]] mountains at what is now a valuable [[#The Hunt of Alderei the Fair|weirwood forest]]. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar&#039;s armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall  back towards [[#Murupa|Alderei&#039;s Run]] in Murupa, where they finally met their end.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Following the [[Thule]] invasion of [[Karsk]] in 368YE, probing assaults were made against [[#Livardz|Livardz]] and [[#Suvretz|Suvretz]]. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a [[War#Creating_a_Beachhead|beachead]] in the north near the vale of [[#Void|Void]] - almost certainly a strike not only against the mana sites and libraries of the [[Varushka_magical_traditions#Cabalists|cabalists]] but against the [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]]. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Triosk ===&lt;br /&gt;
A riverside town in [[#Livardz|Livardz]], with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Despite recent Imperial victories in Karsk, it is still considered to be a front-line settlement, doing all it can to support the campaign in Karsk. Home to many refugees, there is some pressure for these displaced Varushkans to return to their homes - homes that many rightly point out are still threatened by the remaining Thule armies.&lt;br /&gt;
&lt;br /&gt;
=== The Hunt of Alderei the Fair ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
One of the richest resources of Volodmartz, the hunt is a great weirwood forest that was also the site of one of the most vicious battles against the forces of Aldereri the Fair. At the foot of the [[#Opascari|Opascari]] mountains, this vital strategic asset was nearly burnt to the ground in the wake of the Imperial victory. Only quick action by Imperial forces prevented the fire consuming all the trees, and to this day on certain nights of the new moon the living trees are sometimes engulfed in a shimmering copper effulgence that seems to have no natural origin. There is some controversy over the name of the site. Some claim it is named for the treasure seekers who combed the surrounding woods looking for traces of Alderei the Fair in the decades after his defeat. Others say it is actually named for the three nights of pursuit when Imperial forces chased the retreating forces of Alderei south-west toward Alderei&#039;s run.&lt;br /&gt;
&lt;br /&gt;
The Hunt of Alderei the Fair is an Imperial [[Bourse#The_Hunt of Alderei the Fair|Bourse position]] that produces weirwood. It produces 26 [[Imperial wain|Imperial wains]] of weirwood every season.&lt;br /&gt;
&lt;br /&gt;
=== The Granites of Veltsgorsk ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
Deep in the mountains of [[#Brez|Brez]] lie the open mines of Veltsgorsk. The white granite that comes from these mines is sometimes streaked with pink quartz - storytellers claim it is steeped in the blood of all those who have died fighting over Volodmartz in the past, and will help give life to nearby vegetation as a result.&lt;br /&gt;
&lt;br /&gt;
The Granites of Veltsgorsk is a [[Bourse##The_Granites_of_Veltsgorsk|National Bourse position]] which produces white granite. It is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of [[forest]] resources. The bourse position produces 26 wains of white granite each season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Brez===&lt;br /&gt;
The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer. The [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]], lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and [[Materials#Tempest_Jade|Tempest Jade]] the mountains conceal.&lt;br /&gt;
&lt;br /&gt;
There are known to be several strong [[regio]] here, associated primarily with the realm of winter, and these have attracted [[Varushka_magical_traditions#Cabalists|cabalists]] and magical scholars since before there was a Varushka. The cabailists of the mountains of Brez tend to be somewhat isolationalist; the best known settlement is the vale of &#039;&#039;&#039;Void&#039;&#039;&#039; in the western foothills. Home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that Heralds from the Realm of Winter come here to treat and bargain with the inhabitants, while others speak of a &#039;&#039;shadow library&#039;&#039; containing great stores of information about curses, malign magics and the nature of the Winter eternals.&lt;br /&gt;
&lt;br /&gt;
The southern peaks are the site of &#039;&#039;&#039;Ruin&#039;&#039;&#039;. Once a key mining settlement called &#039;&#039;Vikram&#039;s Haven&#039;&#039;, it&#039;s destruction in 349YE is generally believed to have been at the hands of a group of miners delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. It is now the occasional home of [[Warden]]-bands who seek to ensure no Vale makes the same mistake again. Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Livardz===&lt;br /&gt;
The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to [[Miekarova]] and south to [[Karov]] - especially to the bustling port-town of [[Karov#Malimorzi|Korotny]]. At one point, Livardz served as something of a crossroads - with trade also coming from [[Karsk]] to the east, through the town of [[#Triosk|Triosk]]. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.&lt;br /&gt;
&lt;br /&gt;
In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the [[Varushka_military_concerns|wagon raiders]] - either as a base of operations, or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.&lt;br /&gt;
&lt;br /&gt;
===Murupa===&lt;br /&gt;
Central Volodmartz is home to several vales and outposts drawn by the rich bounty of [[Materials#Dragonbone|Dragonbone]] that the forests promise. Several of the vales here maintain close ties with [[Miekarova#Perumaki|Razorwatch]] in [[Miekarova]] - and keep a close eye on the [[Miekarova#The Razors|Razors]] and the [[Varushkan_Monster#Sovereigns|dark power]] that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei&#039;s armies. The valley known as &#039;&#039;&#039;Alderei’s Run&#039;&#039;&#039; is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his men back into the fray. &lt;br /&gt;
&lt;br /&gt;
To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as &#039;&#039;&#039;The Star Caverns&#039;&#039;&#039;, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a [[regio]] aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain [[Astronomancy|constellations]] especially the [[The_Key_and_The_Lock#The Key|Key]] and [[The_Key_and_The_Lock#The Lock|Lock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Opascari===&lt;br /&gt;
The mountains of Opascari are rich in gold,[[Materials#Orichalcum|orichalcum]] and precious stones. Opascari is known in particular for it&#039;s sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in [[mana site|mana sites]], often jealously guarded and requiring regular protection again (among other things) packs of hungry [[trogoni]]. While much of Opascari&#039;s wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as [[#The Hunt of Alderei the Fair|The Hunt of Alderei the Fair]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Suvretz===&lt;br /&gt;
A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian [[Otkodov]]. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.&lt;br /&gt;
&lt;br /&gt;
Of special interest in Suvretz is a place of legend named &#039;&#039;&#039;Runa&#039;s Loss&#039;&#039;&#039;. Runa was a [[draughir]] [[warden]] who watched the [[Varushkan_Monster|monsters]] of the hills with Toki, her [[changeling]] lover, an apprentice [[Varushka_magical_traditions#Volhov|volhov]]. Toki&#039;s master was seduced by an [[Eternals|eternal]] of Winter (generally held to be [[Wendigo|Agramant])], and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser [[Loyalty|loyalties]], and is considered a site of pilgrimage for devotees of Loyalty and [[Vigilance]] - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with [[Karsk]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Volodmartz are under Imperial control, &lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory. &lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eyes_of_the_Sun_and_Moon&amp;diff=26719</id>
		<title>Eyes of the Sun and Moon</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eyes_of_the_Sun_and_Moon&amp;diff=26719"/>
		<updated>2014-06-04T07:42:17Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Effects */ Apostrophe crime fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Day|14}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} This ritual requires a map of the target territory.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
At the completion of the ritual the [[Magic overview#Contributors|contributors]] receive images that reveal information about campaign armies in that territory, including the allegiance of the army (orc tribe or Imperial nation for example), and an estimation of its strength. It may also include other information such as the presence and strength of [[enchantment|enchantments]] on the campaign armies, details of local fortifications, and the presence of significant or noteworthy [[Resource overview|military units]]. &lt;br /&gt;
&lt;br /&gt;
Each contributor receives the same vision. These visions are not symbolic, but can often contain so many details that some vital information might be missed, so the more contributors help perform the ritual the more correct information can be uncovered by comparing notes. &lt;br /&gt;
&lt;br /&gt;
If a campaign army or a region within the target territory is under an effect that obscures information such as [[Drawing the Penumbral Veil]], this spell can only penetrate it if it has been performed with a magnitude at least equal to that of the [[enchantment]]. Otherwise only the presence, Realm and magnitude of the effect are revealed.&lt;br /&gt;
&lt;br /&gt;
===Additional Magnitude===&lt;br /&gt;
You may increase the magnitude of the ritual in order to pierce more powerful rituals of concealment.&lt;br /&gt;
&lt;br /&gt;
===OOC Elements===&lt;br /&gt;
The result of this spell is liable to be delivered in the form of a written vision, acquired from GOD. The contributors can study their vision as long as they like, but cannot discuss it or make notes until they have handed the slip back to a referee; at that point they are free to roleplay however they like - they may play through the process of receiving the vision, or act as if they have been in waking trance and the vision has already passed. &lt;br /&gt;
&lt;br /&gt;
Letting a referee know at least an hour in advance that you plan to perform this ritual and what the target territory will be will make it easier to ensure that the information is ready and will prevent delays.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This ritual is valuable for helping generals make decisions about the threats that face the Empire and how best to respond to them. It allows for a reasonably thorough evaluation of opponents and allied armies alike, and is adept at spotting special enemy forces that might otherwise escape detection - especially those under magical shrouds.&lt;br /&gt;
&lt;br /&gt;
It takes it&#039;s name from the way that the visions usually begin at a great height above the target territory and then quickly focus inwards. The casters have a sensation of incredibly fast movement, as if their viewpoint were roaming back and forth over the territory at blurring speeds, then suddenly halting to observe a specific force before moving on, again at a break-neck pace.&lt;br /&gt;
&lt;br /&gt;
Many [[Suaq]] [[Wintermark magical traditions#Icewalkers|icewalkers]] call this ritual &#039;&#039;The Flight of Birds&#039;&#039; and claim that the mystic viewpoint it provides is much closer to that of a fast-flying bird than of any celestial body. In the [[The Marches|Marches]] it is often called &#039;&#039;Beating the Bounds&#039;&#039;, and the [[Landskeeper|landskeepers]] who perform it use imagery that includes both the idea of protecting their land from interlopers and intruders, and symbols that include knowing the nature and extent of one&#039;s territory. It is very common for them to include the senator for a particular territory as an additional focus, or to gather people with connections to the regions of the territory under observation.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
This is a divination ritual, and often involves runestones or cards as well as the map which serves as the focus. Mirrors, crystals and other reflective surfaces are often involved, set up around the map to grant new perspectives on the information it contains. Symbols connected to the sun, moon or stars are common, as are bones or feathers of birds (especially for [[Wintermark|Winterfolk]] or [[Varushka|Varushkan]] ritualists). Tokens representing known or recent information about the forces in a territory can also help when performing this ritual. Some ritualists carefully pore over the map as the visions unfold, while others focus on expanding their consciousness to gain a &#039;bird&#039;s-eye view&#039; of the area under consideration. The ritual is often performed out-of-doors under the open sky, especially when the sun or moon are visible.&lt;br /&gt;
&lt;br /&gt;
The rune [[Sukar]] is often used with this ritual, as are scenes in which military strategy are discussed with characters such as [[The Captain]] or [[The Doctor]]; the evocation of the virtues of [[Wisdom]] or [[Vigilance]]; or of keen-sighted animals such as eagles or hawks; or creatures such as [[Legendary beasts#Sphinx|sphinxes]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Day Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;br /&gt;
[[Category:Warfare]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mundane_beasts&amp;diff=26683</id>
		<title>Mundane beasts</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mundane_beasts&amp;diff=26683"/>
		<updated>2014-05-21T14:13:31Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Iridescent Butterfly */ defeat apostrophe crime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The climate of the Empire ranges beneath the frigid cold of northern [[Wintermark]] and [[Varushka]], through pleasant temperate areas such as the [[The Marches|Marches]] and [[Dawn]] down to the warm grasslands of the [[The Brass Coast|Brass Coast]]. Summers are warm and dry, autumn and spring are wet and blustery, and winter is cold and often snowy.&lt;br /&gt;
&lt;br /&gt;
Almost any mundane animal that might be expected to prosper in such environments can be found in the Empire, with  the only major exception being that of the [[Horses|horse]].&lt;br /&gt;
&lt;br /&gt;
==Oxen==&lt;br /&gt;
The ox is the foundation of a lot of wealth, They have been used as domestic beasts of burden for thousands of years. These relatively placid animals are used to draw ploughs and pull wagons, and are kept for their flesh and leather. They are excellent beasts of burden and what they lack in speed and gracefulness they more than make up for in dogged determination. A man on foot can catch an ox-drawn cart even if it has a fair head start (as many fugitives have learnt to their chagrin), but they cannot be matched for sheer ability to move heavy loads over great distances. Working oxen require shoes, usually made by blacksmiths, which are very different to horse-shoes and require a lot more effort to get onto their cloven hooves. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Oxen in play&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These are the same [http://en.wikipedia.org/wiki/Oxen beasts of burden] used in our world for around six thousand years. Everyone from a [[Navarr]] [[Striding]] to a [[The Brass Coast|Freeborn]] trader uses wagons drawn by oxen. They are used in agriculture across the Empire, especially in [[Dawn]] and the  [[The Marches|Marches]]  Nobody uses oxen for cavalry because they are entirely unsuited to it.&lt;br /&gt;
&lt;br /&gt;
==Horses==&lt;br /&gt;
The [[Horses|horse]] is extinct in the Empire. While there are occasional stories that some have survived outside the Empire, their population was always small and nobody has seen a living example in four hundred years. They have become powerful symbols of the Empire, representing loyalty, strength, speed and fighting spirit. The [[Imperial Orcs]] especially use horse symbols, but they are visible on many Imperial buildings and important items. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Horses in Play&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In the Empire world, the horse was never a widespread creature as it is in our world. Most people from outside the Empire consider the creatures entirely fanciful. It is fine to use horse images, as the horse is a potent symbol of the Empire, and to possess things that came from or were used with horses, provided they have been well preserved.&lt;br /&gt;
&lt;br /&gt;
==Mammoths==&lt;br /&gt;
{{CaptionedImage|file=Mammoth.JPG|align=right|width=350|caption=Artwork by Kate Lee}}&lt;br /&gt;
There are mammoths in [[Wintermark]] and there are known to be herds in [[Kalsea]] and a few herds as far south as [[Narkyst]]. They are also believed to live in [[Otkodov]] where they are extensively hunted by the barbarian orcs. They live in small herds, and are herbivorous. Attempts to domesticate them have proved largely fruitless; they are stubborn, willful creatures that pine and die when kept in captivity. They have been hunted since long before the foundation of the Empire by the [[Suaq]] people. A smaller cousin of the mammoth is known to exist in warmer climates outside the borders of the Empire called the &#039;&#039;elephant&#039;&#039;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mammoths in Play&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These creatures are exactly what they seem to be: [http://en.wikipedia.org/wiki/Mammoth Mammoths]. It is absolutely fine to have hunted them or to have items made out of their body parts. At this time, there are no domesticated mammoths or war mammoths used by Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
==Dire Beasts== &lt;br /&gt;
Some animals in the Empire grow to unusual size, reminiscent in some cases of prehistoric versions. There are dangerous cave bears, great cats with sword-like fangs, primaevil boars, prodigious crocodiles and immense walruses and massive wolves in the wild places of the Empire. Very large versions of less carnivorous creatures also exist - there are immense elk in parts of Varushka and Wintermark, huge cranes pick their way through the reedbeds of the Gancio, and great pale penguins haunt the southernmost reaches of [[Tsirku]]. &lt;br /&gt;
&lt;br /&gt;
These creatures are uncommon; where they edge too close to civilisation they quickly become a problem that is addressed by armoured warriors. They are slowly being pushed into extinction, and encounters with them are rare, but they are a know threat of the wilderness. Other dire creatures are known to exist, and in larger numbers, in various places outside the Empire.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dire Beasts in Play&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These beasts are rare, but hardly unknown. A [[Dawn culture and customs#The Test of Mettle|Test of Mettle]] can easily involve hunting one of these beasts, and a couple of [[The Marches|Marchers]] with long spears might heroically defeat a dire boar in the woods of [[Upwold]]. It is fine to roleplay that your armour is made out of dire beast leather, or that the ivory for your wand came from a dire-lion&#039;s tusks.&lt;br /&gt;
&lt;br /&gt;
==Big Cats== &lt;br /&gt;
{{CaptionedImage|file=Sabretooth.JPG|align=right|width=350|caption=Artwork by Kate Lee}}&lt;br /&gt;
Tigers are native to the foothills of [[Urizen]], and there are some prides of lions on the pampas of the [[The Brass Coast|Brass Coast]]. The forests of [[Dawn]], [[Navarr]] and [[Varushka]] alike are haunted by large, dangerous cats similar to overgrown mountain-lions or wildcats. These creatures tend to stay away from humans except in rare cases where one develops a taste for human flesh.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Big Cats in Play&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Big cats are more common than dire beasts. A lone character in light armour may receive a serious mauling from one of these creatures, and a fully-grown lion or tiger is more than a match for a single armoured knight. It is fine to roleplay that you have hunted them, and in some cases they may even be domesticated (although they do not travel well).&lt;br /&gt;
&lt;br /&gt;
==Drakes== &lt;br /&gt;
&lt;br /&gt;
Drakes are large reptillian creatures that come in a variety of shapes and sizes. They are usually predatory, and while the majority are man-sized or smaller there are a few uncommon breeds that are larger than a man. They are unknown in [[Wintermark]] and [[Varushka]] and are most common in [[Dawn]] and the [[The Brass Coast|Brass Coast]]. They often possess savage jaws and tearing claws, and several breeds have horns or frilled collars that protect their necks. They are sometimes mistaken for [[Legendary beasts#Dragons, Wyverns and Wyrms|dragons]] although they do not breathe fire and are unintelligent.{{CaptionedImage|file=Drake.jpg|align=left|width=350|caption=Artwork by Kate Lee}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drakes in Play&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A large drake would represent a dangerous challenge for a single character, or even a small group, and is more than capable of terrorizing a farming village. A [[Dawn|Dawnish]] [[Dawn culture and customs#The Test of Mettle|test of mettle]] may have required the defeat of one of these creatures. Smaller drakes are more likely to be pack hunters. It is fine for your character to have fought or killed a drake. and the claws, teeth and hides of drakes are used in crafting or as trophies. While drakes are large, they are not behemoths. They evoke images of dinosaurs, there are no titanic tyrannosaurs or brontosaurs in the Empire - although such creatures may exist elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Kraken== &lt;br /&gt;
{{CaptionedImage|file=Kraken.JPG|align=right|width=350|caption=Artwork by Kate Lee}}&lt;br /&gt;
Immense squid live in the deep oceans of the world. They are unknown in the Bay of Catazar, but there are verifiable reports of these creatures attacking ships or being seen locked in life-or-death struggles with great whales. They may not be restricted to warm water; there are reports of narwhal being caught with hand-sized sucker wounds. According to some paranoid sailors, the creatures possess an ageless cunning; there are stories of them seeming to shadow oceangoing vessels, or appearing to watch ships for a time before submerging, as well as picking lone sailors off decks and disappearing beneath the waves with them. &lt;br /&gt;
&lt;br /&gt;
While a hungry kraken can apparently be driven off with concerted effort, any vessel that suffers their attentions is likely to be badly damaged. There are no reports of anyone ever actually having killed one of these creatures.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Kraken in Play&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While it&#039;s fine to roleplay having seen a kraken, or even been involved in fighting one off, you are unlikely to have any real body parts from these creatures. While there are rumours of their sinister intelligence, any background that confirms this trait either way is likely to be rejected.&lt;br /&gt;
&lt;br /&gt;
==Dodo Birds== &lt;br /&gt;
{{CaptionedImage|file=Dodo.JPG|align=left|width=350|caption=Artwork by Kate Lee}}&lt;br /&gt;
A particular delicacy is the [http://en.wikipedia.org/wiki/Dodo dodo]. This flightless bird is common along the coast of the Bay of Catazar and the animal has been domesticated by [[The Brass Coast|Brass Coast]] farmers. The flesh of the dodo is considered an especially tasty delicacy, and often forms the centrepiece of feasts in [[Dawn]] and [[Sarvos]].&lt;br /&gt;
&lt;br /&gt;
The dodo thrives in warm environments. They are flightless, and characterised in stories as slow witted, lazy and promiscuous. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dodo Birds in Play&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can easily roleplay that chicken and similar white meat is dodo meat. It&#039;s also appropriate to use quorn or similar vegetarian or vegan ingredients to simulate dodo meat - it can be prepared and served in a dazzling array of ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
==Iridescent Butterfly==&lt;br /&gt;
{{CaptionedImage|file=Butterfly.JPG|align=right|width=350|caption=Artwork by Kate Lee}}&lt;br /&gt;
The iridescent butterfly, a gorgeous insect with rainbow coloured wings that is uniquely active both during the day and at night. By day, the iridescent butterfly appears pale and drab – wings are usually white, ivory or light pastel shades. By night however, the true beauty of the iridescent butterfly is revealed – the wings become bright and luminous, shifting colour in seemingly random patterns, creating gorgeous displays in summer and early autumn as they dance among the twilight groves where their caterpillars feed. The butterfly does not prosper in the climate of the Empire and requires careful attention. It breeds most successfully in the [[Principalities of Jarm]], where it is said that these creatures swarm in such profusion that they can transform night to day. &lt;br /&gt;
The silk is spun from the cocoons of their caterpillars is used to manufacture Rainbow Silk, a strong thread that is valuable both for embroidered decorations and for making beautiful cloth. The thread is tough and hard to snap or sever, requiring steady application of pressure to cut making it highly prized.&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Chrysalis.JPG|align=right|width=150|caption=Artwork by Kate Lee}}&lt;br /&gt;
[[Materials#Iridescent gloaming|Iridescent gloaming]] is produced from the remnants of the cocoons which are ground down to produce a thick waxy substance. Iridescent gloaming has an almost magical quality that allows it to take on different colours in the hands of a skilled artisan and is noted for its use in creating exquisite embroidery, or as a colour wash for leather. Its peculiar magical properties make it a common component in items that use magic or produce magical effects.&lt;br /&gt;
&lt;br /&gt;
The iridescent butterfly is used as a symbol by many [[Weaver cabal|Dawnish weaver cabals]] and other magical cloth workers, It is also strongly associated with the [[Runes|rune]] [[Xun]], transformation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iridescent Butterfly in Play&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Resource_overview#Personal_Resource|forest personal resource]] can produce [[Materials#Iridescent gloaming|iridescent gloaming]]. it is fine to roleplay that you have items made from rainbow silk, using any light iridescent fabric.&lt;br /&gt;
&lt;br /&gt;
==Beyond the Empire==&lt;br /&gt;
While giraffes, elephants and the like are not indigenous to the Empire, they exist somewhere in the world. Almost any animal that could exist in the real world probably exists somewhere in the Empire world. &lt;br /&gt;
&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spiral&amp;diff=26663</id>
		<title>Spiral</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spiral&amp;diff=26663"/>
		<updated>2014-05-20T12:03:50Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Fort Mezudan, “The Fist” */ Fix apostrophe crime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=RegionsofSpiral.png|title=At the heart of Spiral sits the Black Plateau.|caption=Regions of Spiral|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The [[Urizen]] lived in Spiral long before there was an Empire, but even then it was isolated. The main thrust of pre-Imperial Urizen settlement was in [[Morrow]] to the north, and the two territories were connected by a tenuous &amp;quot;bridge&amp;quot; of spires stretching across [[Zenith]]. Even then, the place had a haunted reputation. At some point in the distant past, powerful magic was worked here and the echoes of that magic occasionally caused trouble for the Urizen in their mountain fastnesses.&lt;br /&gt;
&lt;br /&gt;
At the heart of the territory is the Black Plateau, great plateau of volcanic glass with a dire reputation. Artefacts from the Black Plateau are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered. &lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Spiral was lost to the Empire forty years ago. In 331 YE. Barbarians from the [[Broken Coast]] came up through [[#Apulus|Apulus]] along the coast, and with weapons fashioned from the glass taken from the Black Plateau overran the defenders of Spiral, resisting all efforts to throw them back. Refugees streamed into [[Morrow]] and [[Zenith]], and many of them - and their descendants - live there to this day. Some, such as the inhabitants of the &#039;&#039;Endsmeet&#039;&#039; in Morrow, still consider themselves to be living in exile and consider the liberation of Spiral a pressing concern.&lt;br /&gt;
&lt;br /&gt;
==Major Features ==&lt;br /&gt;
=== The Black Plateau ===&lt;br /&gt;
A great plateau of volcanic glass with a dire reputation. Artefacts from the Black Plateau are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered. Scholars have established that while many of the artefacts recovered from the Black Plateau date back to the days of distant Terunael, and to pre-Urizen Spiral, there are occasional artefacts that reach back even further - they cannot agree on the exact age of the plateau but the volcanic glass may date back to a period before human history.&lt;br /&gt;
&lt;br /&gt;
Barbarians armed with weapons fashioned from the glass taken from the Black Plateau overran the defenders of Spiral, resisting all efforts to throw them back. There are no permanent settlements or spires in the [[#Screed|around the Black Plateau]] - attempts to establish them ended in tragedy without exception. Even the barbarians are not stupid enough to spend more time than they need to near the Black Plateau.&lt;br /&gt;
&lt;br /&gt;
Stories have begun to filter in of insane, bestial humans - presumably the children and grandchildren of Urizen left behind when Spiral fell to the barbarians - who live on and around the plateau. Their motivations, if they exist, are unknown. Some of them at least seem to have the Imperials at least as much as they hate the barbarians.&lt;br /&gt;
&lt;br /&gt;
=== Fort Mezudan, “The Fist” ===&lt;br /&gt;
This fortress was under construction at the time the barbarians attack, but workers and guards refused the order to destroy the walls. When the original defences against the barbarians fell, the workers armed themselves and held the semi-completed fortress for two weeks until Imperial reinforcements arrived. For that reason the stone-crafters guild have always had nominal control of this fortress, and no decade has gone by without some major renovation or improvement being undertaken.&lt;br /&gt;
&lt;br /&gt;
During Winter 377YE, a concerted effort by the Senators and people of Urizen, in conjunction with the [[Imperial Master of Works]], allowed emergency supplies and many wains of white granite to reach the stone-crafters guild of Ateri. While Imperial forces occupied the invading orc armies, the final months of work were [[Fortify_Ateri_in_Spiral|completed]] at a feverish rate that burnt out almost the entire ushabti work force. By the middle of Spring 378YE, the Fist was complete, ready to serve its intended purpose as a bastion for Imperial forces against the invaders of Spiral. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Fist is a level one [[fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===Ankarien===&lt;br /&gt;
On the slopes of [[#Ankra|Ankra]] stood the Spire of Aknrarien. One of the oldest and most prestigious of the Urizen spires, it was home to perhaps the finest library in the Empire. The infamous [[Emperor Nicovar]] was born here, and lived much of his early life at Ankarien; this did not spare the library from his destructive wrath as he descended into madness. What Nicovar did not quite achieve, the barbarians almost managed. As they drew near the librarians carried much of the contents to [[Zenith#Endsmeet|Endsmeet]]. The Spire itself now lies in ruins, and the remainder of its books and scrolls are presumed destroyed by the savage orcs.&lt;br /&gt;
&lt;br /&gt;
=== The Legacy ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the [[Spiral]] page ---&amp;gt;&lt;br /&gt;
This vast mine complex is one of the few places in Spiral that remain under Imperial control. It is mostly played out today, but still manages to produces significant quantities of mithril for whoever controls it. According to legend the site was part of a great gift to the Urizen people but who gave it to them, and why, are deatils lost to time.&lt;br /&gt;
&lt;br /&gt;
The Legacy is a national [[Bourse#The_Legacy|Bourse position]] which produces mithril. Control of the Legacy is assigned to whichever Urizen candidate receives the most support from Urizen owners of [[mana site|mana sites]]. This Bourse position produces 22 Imperial wains of mithril every season.&lt;br /&gt;
{{CaptionedImage|file=Elrond3.jpg|title=Lord of the Rings|align=left|width=350}}&lt;br /&gt;
==Regions==&lt;br /&gt;
===Ankra===&lt;br /&gt;
The mountains of Ankra are the site of some of the oldest spires in Urizen, including one of the most prestigious - the library of [[#Ankarien|Ankarien]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly.&lt;br /&gt;
&lt;br /&gt;
===Apstrus===&lt;br /&gt;
The lower slopes of the Apstrus peaks are covered in rolling woodland, carefully cultivated by ushabti and at one time produced a great bounty of [[forest]] materials, especially [[Materials#Iridescent Gloaming|Iridescent Gloaming]]. The &#039;&#039;dreaming spires of Apsterus&#039;&#039; (as they were often known) were dedicated to philosophical thought, their forest-bounty providing the inhabitants with lives of comfort despite their location on the very eastern edge of the Empire. One of the most prestigious was &#039;&#039;&#039;Solen&#039;s Doubt&#039;&#039;&#039;. Dedicated to experimental philosophy, it was a place for solitary study and thought. Unsurprisingly, it was overrun during the barbarian march to the Black Plateau.&lt;br /&gt;
&lt;br /&gt;
Of special interest to the Urizen, the central [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] tower for Spiral stood on the northern slopes of Apstrus, the heart of the communication network. The defenders held the tower for several months against the barbarians, allowing the rest of Spiral additional warning of army movements, and relaying desperate messages for aid to Morrow and Redoubt. When the tower finally fell, it is assumed the barbarians either destroyed the specially calibrated mirror and the light-source (a glowing stone infused with the magic of the Realm of Day), or stole them away. Some recent rumours suggest these two components might have been hidden by the defenders, and only uncovered recently, but the facts are unclear - and idle speculation has no place in the study of history.&lt;br /&gt;
&lt;br /&gt;
===Apulus=== &lt;br /&gt;
Before it was taken by the barbarians, Apulus was the gateway to adventure for the people of Urizen and, to a degree, the Empire. Expeditions into the wilds outside the borders would rest here before undertaking their quests into the unknown wilderness. Ships from across the Bay of Catazar docked at the coastal spires here, with [[The League|League]] and [[The Brass Coast|Freeborn]] adventurers in particular being regular visitors. The docks and quays here are ruined now - as each spire fell to the orcs they destroyed their own quays to prevent the [[Grendel]] gaining access to them. &lt;br /&gt;
&lt;br /&gt;
The worst casualty of the barbarian invasion was the &#039;&#039;&#039;Lighthouse at Apulian&#039;&#039;&#039;, a [[Mercantile_investment#Great_Works|Great Work]] that served as both a spire dedicated to foreign trade and a beacon for all the Urizen fleets based in Spiral. The last Keeper of the Lighthouse, Hadrian of Apulian, burst the entire structure apart once it became clear it would fall to the orcs, shattering the magical stone (a gift from the [[Eternals|Eternal]] [[Kimus]]) that served as the light. The white granite tower exploded in a thunderous detonation, the echoes of which were reportedly heard as far away as [[Sarvos]] and the island of the [[Madruga#The_Lyceum|Lyceum]]. The release of magical power incinerated several hundred orcs, along with all the defenders of Apulian. Some refugees from Spiral attempted to have Hadrian declared an [[Paragons_and_Exemplars#Exemplars|Exemplar]] of [[Loyalty]], but received little support from the [[Imperial Synod]]. Most of the survivors are dead now, of course.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Ateri===&lt;br /&gt;
[[#Fort Mezudan, “The Fist”|Fort Mezudan]] stands on the slopes of the mountains here. It is protected by an extended cabal of stone-masons.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Cinon===&lt;br /&gt;
The wide valleys of Cinon are littered with ruined spires, long since looted by the barbarians. Most of these spires stood over plentiful [[mine|mines]] and there were many rich veins of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]]. The most famous of the lost spires was proabably &#039;&#039;&#039;Damakan’s Forge&#039;&#039;&#039; Damakan was renowned as the greatest Urizen swordsmith of antiquity, and even today her blades change hands for small fortunes. Although many of her secrets went with her to her grave, a small lodge of smiths have maintained her forge and traditions in its original site in the Spiral. Crafters who were allowed to work with this lodge are rare indeed, but those few who did were able to create swords of surpassing excellence. The spire fell to the barbarians forty years ago - it is unclear how many of the secrets of the weaponsmiths fell into their hands at this time. The smaller settlement of &#039;&#039;&#039;Ossen&#039;s Spire&#039;&#039;&#039; served as a gateway to Damakan’s Forge, where those who wished to serve there came here first, and those who wished a sword from there lived at Ossen&#039;s Spire to prove their worth before being granted the honour.&lt;br /&gt;
&lt;br /&gt;
===Ossurary=== &lt;br /&gt;
Ossuary takes its name from the large number of giant bones regularly unearthed in the mines here. Scholars are at a loss to explain them - some claim they may be the bones of great [[Mundane_beasts#Drakes|drakes]] or perhaps even [[Legendary_beasts#Dragons.2C_Wyverns_and_Wyrms|dragons]]. Many of these bones have been exported to other parts of the Empire where they are studied or presented as curiosities. &lt;br /&gt;
&lt;br /&gt;
The [[#The Legacy|Legacy]] is in Ossuary; a vital resource that provides mithril to the people of Urizen, which is primarily used to enhance mana sites. If it were lost, the Urizen would suffer a major blow to their [[prosperity]] and potential ability to work magic.&lt;br /&gt;
&lt;br /&gt;
===Screed===&lt;br /&gt;
The [[#The Black Plateau|Black Plateau]] occupies most of Screed. Even when the territory was in Imperial hands, Screed was largely deserted apart from temporary camps of scholars studying the plateau and it&#039;s artefacts. Today, the barbarians are said to be employing scavenging teams - some supplemented with human slaves - here, but likewise have avoided creating any permanent settlements.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* The Urizen (and thus the Empire) control Ateri, Ossuary, The barbarian orcs control Ankra, Apstrus, &lt;br /&gt;
* [[#Fort Mezudan, “The Fist”|Fort Mezudan]] is a level one [[Fortifications|Fortification]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Vestments&amp;diff=26573</id>
		<title>Category:Vestments</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Vestments&amp;diff=26573"/>
		<updated>2014-05-19T21:06:38Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| &lt;br /&gt;
|+&lt;br /&gt;
| Name || Power || Time || &amp;lt;span style=&#039;transform:rotate(90 deg);&#039;&amp;gt;Orichalcum&amp;lt;/span&amp;gt; || Tempest Jade || Green Iron || Weltsilver|| Ambergelt|| Beggars Lye|| Dragonbone || Irridescent Gloaming&lt;br /&gt;
|-&lt;br /&gt;
| [[Splendid Vestment]] || When you participate in a CONSECRATE, HALLOW, ANNOINTING, EXORCISM, TESTIFY or EXCOMMUNICATION ceremony, you may add an additional rank by spending an additional Liao || 1 || 8 ||  ||  || 5 ||  || 13 || 5 || 13&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowl of Judgement]] || When you perform the EXCOMMUNICATE ceremony you may add up to three additional ranks by spending up to three additional Liao  || 1 ||  ||  ||  || 9 ||  || 21 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Labyrinthine Vestments]] || 1/day you may perform or contribute to a religious ceremony without expending liao.  || 1 ||  ||  ||  || 7 ||  || 7 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Wayfarer&#039;s Robe]] || 1/day you may perform or contribute to an ANOINTING ceremony without expending liao  || 1 ||  ||  ||  ||  ||  || 5 || 3 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Inquisitor&#039;s Cassock]] || 2/day you may peform an INSIGHT ceremony without expending liao || 1 ||  || 7 ||  || 7 || 3 || 12 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Keeper&#039;s Habit]] || 1/day you may perform or contribute to a CONSECRATE ceremony without expending liao  || 1 ||  ||  || 5 ||  || 5 ||  || 3 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Templar&#039;s Cuculla]] || 1/day you may perform or contribute to an EXORCISM ceremony without expending liao  || 1 ||  ||  ||  ||  ||  || 7 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Troubadour&#039;s Tunic]] || 1/day you may perform or contribute to a TESTIFY ceremony without expending liao  || 1 || 7 ||  ||  ||  ||  || 3 || 3 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Missionary Dalmatic]] || 1/day you may perform the DEDICATE ceremony without expending liao  || 1 || 5 ||  ||  || 3 ||  ||  || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Simar of Certainty]] || 1/day you may perform the EXCOMMUNICATE ceremony without expending liao || 1 ||  ||  ||  ||  ||  || 11 || 3 || &lt;br /&gt;
|-&lt;br /&gt;
| [[Dragonbone Tunic]] || 1/day you may perform the HALLOW ceremony without expending liao  || 1 ||  ||  ||  || 7 ||  ||  || 7 || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spiral&amp;diff=26572</id>
		<title>Spiral</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spiral&amp;diff=26572"/>
		<updated>2014-05-19T21:05:17Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Ankarien */ fix apostrophe crime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=RegionsofSpiral.png|title=At the heart of Spiral sits the Black Plateau.|caption=Regions of Spiral|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The [[Urizen]] lived in Spiral long before there was an Empire, but even then it was isolated. The main thrust of pre-Imperial Urizen settlement was in [[Morrow]] to the north, and the two territories were connected by a tenuous &amp;quot;bridge&amp;quot; of spires stretching across [[Zenith]]. Even then, the place had a haunted reputation. At some point in the distant past, powerful magic was worked here and the echoes of that magic occasionally caused trouble for the Urizen in their mountain fastnesses.&lt;br /&gt;
&lt;br /&gt;
At the heart of the territory is the Black Plateau, great plateau of volcanic glass with a dire reputation. Artefacts from the Black Plateau are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered. &lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Spiral was lost to the Empire forty years ago. In 331 YE. Barbarians from the [[Broken Coast]] came up through [[#Apulus|Apulus]] along the coast, and with weapons fashioned from the glass taken from the Black Plateau overran the defenders of Spiral, resisting all efforts to throw them back. Refugees streamed into [[Morrow]] and [[Zenith]], and many of them - and their descendants - live there to this day. Some, such as the inhabitants of the &#039;&#039;Endsmeet&#039;&#039; in Morrow, still consider themselves to be living in exile and consider the liberation of Spiral a pressing concern.&lt;br /&gt;
&lt;br /&gt;
==Major Features ==&lt;br /&gt;
=== The Black Plateau ===&lt;br /&gt;
A great plateau of volcanic glass with a dire reputation. Artefacts from the Black Plateau are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered. Scholars have established that while many of the artefacts recovered from the Black Plateau date back to the days of distant Terunael, and to pre-Urizen Spiral, there are occasional artefacts that reach back even further - they cannot agree on the exact age of the plateau but the volcanic glass may date back to a period before human history.&lt;br /&gt;
&lt;br /&gt;
Barbarians armed with weapons fashioned from the glass taken from the Black Plateau overran the defenders of Spiral, resisting all efforts to throw them back. There are no permanent settlements or spires in the [[#Screed|around the Black Plateau]] - attempts to establish them ended in tragedy without exception. Even the barbarians are not stupid enough to spend more time than they need to near the Black Plateau.&lt;br /&gt;
&lt;br /&gt;
Stories have begun to filter in of insane, bestial humans - presumably the children and grandchildren of Urizen left behind when Spiral fell to the barbarians - who live on and around the plateau. Their motivations, if they exist, are unknown. Some of them at least seem to have the Imperials at least as much as they hate the barbarians.&lt;br /&gt;
&lt;br /&gt;
=== Fort Mezudan, “The Fist” ===&lt;br /&gt;
This fortress was under construction at the time the barbarians attack, but workers and guards refused the order to destroy the walls. When the original defences against the barbarians fell, the workers armed themselves and held the semi-completed fortress for two weeks until Imperial reinforcements arrived. For that reason the stone-crafters guild have always had nominal control of this fortress, and no decade has gone by without some major renovation or improvement being undertaken.&lt;br /&gt;
&lt;br /&gt;
During Winter 377YE, a concerted effort by the Senators and people of Urizen, in conjunction with the [[Imperial Master of Works]], allowed emergency supplies and many wains of white granite to reach the stone-crafters guild of Ateri. While Imperial forces occupied the invading orc armies, the final months of work were [[Fortify_Ateri_in_Spiral|completed]] at a feverish rate that burnt out almost the entire ushabti work force. By the middle of Spring 378YE, the Fist was complete, ready to serve it&#039;s intended purpose as a bastion for Imperial forces against the invaders of Spiral. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Fist is a level one [[fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===Ankarien===&lt;br /&gt;
On the slopes of [[#Ankra|Ankra]] stood the Spire of Aknrarien. One of the oldest and most prestigious of the Urizen spires, it was home to perhaps the finest library in the Empire. The infamous [[Emperor Nicovar]] was born here, and lived much of his early life at Ankarien; this did not spare the library from his destructive wrath as he descended into madness. What Nicovar did not quite achieve, the barbarians almost managed. As they drew near the librarians carried much of the contents to [[Zenith#Endsmeet|Endsmeet]]. The Spire itself now lies in ruins, and the remainder of its books and scrolls are presumed destroyed by the savage orcs.&lt;br /&gt;
&lt;br /&gt;
=== The Legacy ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the [[Spiral]] page ---&amp;gt;&lt;br /&gt;
This vast mine complex is one of the few places in Spiral that remain under Imperial control. It is mostly played out today, but still manages to produces significant quantities of mithril for whoever controls it. According to legend the site was part of a great gift to the Urizen people but who gave it to them, and why, are deatils lost to time.&lt;br /&gt;
&lt;br /&gt;
The Legacy is a national [[Bourse#The_Legacy|Bourse position]] which produces mithril. Control of the Legacy is assigned to whichever Urizen candidate receives the most support from Urizen owners of [[mana site|mana sites]]. This Bourse position produces 22 Imperial wains of mithril every season.&lt;br /&gt;
{{CaptionedImage|file=Elrond3.jpg|title=Lord of the Rings|align=left|width=350}}&lt;br /&gt;
==Regions==&lt;br /&gt;
===Ankra===&lt;br /&gt;
The mountains of Ankra are the site of some of the oldest spires in Urizen, including one of the most prestigious - the library of [[#Ankarien|Ankarien]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly.&lt;br /&gt;
&lt;br /&gt;
===Apstrus===&lt;br /&gt;
The lower slopes of the Apstrus peaks are covered in rolling woodland, carefully cultivated by ushabti and at one time produced a great bounty of [[forest]] materials, especially [[Materials#Iridescent Gloaming|Iridescent Gloaming]]. The &#039;&#039;dreaming spires of Apsterus&#039;&#039; (as they were often known) were dedicated to philosophical thought, their forest-bounty providing the inhabitants with lives of comfort despite their location on the very eastern edge of the Empire. One of the most prestigious was &#039;&#039;&#039;Solen&#039;s Doubt&#039;&#039;&#039;. Dedicated to experimental philosophy, it was a place for solitary study and thought. Unsurprisingly, it was overrun during the barbarian march to the Black Plateau.&lt;br /&gt;
&lt;br /&gt;
Of special interest to the Urizen, the central [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] tower for Spiral stood on the northern slopes of Apstrus, the heart of the communication network. The defenders held the tower for several months against the barbarians, allowing the rest of Spiral additional warning of army movements, and relaying desperate messages for aid to Morrow and Redoubt. When the tower finally fell, it is assumed the barbarians either destroyed the specially calibrated mirror and the light-source (a glowing stone infused with the magic of the Realm of Day), or stole them away. Some recent rumours suggest these two components might have been hidden by the defenders, and only uncovered recently, but the facts are unclear - and idle speculation has no place in the study of history.&lt;br /&gt;
&lt;br /&gt;
===Apulus=== &lt;br /&gt;
Before it was taken by the barbarians, Apulus was the gateway to adventure for the people of Urizen and, to a degree, the Empire. Expeditions into the wilds outside the borders would rest here before undertaking their quests into the unknown wilderness. Ships from across the Bay of Catazar docked at the coastal spires here, with [[The League|League]] and [[The Brass Coast|Freeborn]] adventurers in particular being regular visitors. The docks and quays here are ruined now - as each spire fell to the orcs they destroyed their own quays to prevent the [[Grendel]] gaining access to them. &lt;br /&gt;
&lt;br /&gt;
The worst casualty of the barbarian invasion was the &#039;&#039;&#039;Lighthouse at Apulian&#039;&#039;&#039;, a [[Mercantile_investment#Great_Works|Great Work]] that served as both a spire dedicated to foreign trade and a beacon for all the Urizen fleets based in Spiral. The last Keeper of the Lighthouse, Hadrian of Apulian, burst the entire structure apart once it became clear it would fall to the orcs, shattering the magical stone (a gift from the [[Eternals|Eternal]] [[Kimus]]) that served as the light. The white granite tower exploded in a thunderous detonation, the echoes of which were reportedly heard as far away as [[Sarvos]] and the island of the [[Madruga#The_Lyceum|Lyceum]]. The release of magical power incinerated several hundred orcs, along with all the defenders of Apulian. Some refugees from Spiral attempted to have Hadrian declared an [[Paragons_and_Exemplars#Exemplars|Exemplar]] of [[Loyalty]], but received little support from the [[Imperial Synod]]. Most of the survivors are dead now, of course.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Ateri===&lt;br /&gt;
The partially constructed [[#Fort Mezudan, “The Fist”|Fort Mezudan]] stands here.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Cinon===&lt;br /&gt;
The wide valleys of Cinon are littered with ruined spires, long since looted by the barbarians. Most of these spires stood over plentiful [[mine|mines]] and there were many rich veins of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]]. The most famous of the lost spires was proabably &#039;&#039;&#039;Damakan’s Forge&#039;&#039;&#039; Damakan was renowned as the greatest Urizen swordsmith of antiquity, and even today her blades change hands for small fortunes. Although many of her secrets went with her to her grave, a small lodge of smiths have maintained her forge and traditions in its original site in the Spiral. Crafters who were allowed to work with this lodge are rare indeed, but those few who did were able to create swords of surpassing excellence. The spire fell to the barbarians forty years ago - it is unclear how many of the secrets of the weaponsmiths fell into their hands at this time. The smaller settlement of &#039;&#039;&#039;Ossen&#039;s Spire&#039;&#039;&#039; served as a gateway to Damakan’s Forge, where those who wished to serve there came here first, and those who wished a sword from there lived at Ossen&#039;s Spire to prove their worth before being granted the honour.&lt;br /&gt;
&lt;br /&gt;
===Ossurary=== &lt;br /&gt;
Ossuary takes its name from the large number of giant bones regularly unearthed in the mines here. Scholars are at a loss to explain them - some claim they may be the bones of great [[Mundane_beasts#Drakes|drakes]] or perhaps even [[Legendary_beasts#Dragons.2C_Wyverns_and_Wyrms|dragons]]. Many of these bones have been exported to other parts of the Empire where they are studied or presented as curiosities. &lt;br /&gt;
&lt;br /&gt;
The [[#The Legacy|Legacy]] is in Ossuary; a vital resource that provides mithril to the people of Urizen, which is primarily used to enhance mana sites. If it were lost, the Urizen would suffer a major blow to their [[prosperity]] and potential ability to work magic.&lt;br /&gt;
&lt;br /&gt;
===Screed===&lt;br /&gt;
The [[#The Black Plateau|Black Plateau]] occupies most of Screed. Even when the territory was in Imperial hands, Screed was largely deserted apart from temporary camps of scholars studying the plateau and it&#039;s artefacts. Today, the barbarians are said to be employing scavenging teams - some supplemented with human slaves - here, but likewise have avoided creating any permanent settlements.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* The Urizen (and thus the Empire) control Ateri, Ossuary, The barbarian orcs control Ankra, Apstrus, &lt;br /&gt;
* [[#Fort Mezudan, “The Fist”|Fort Mezudan]] is a level one [[Fortifications|Fortification]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Silent_Bell&amp;diff=26415</id>
		<title>Silent Bell</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Silent_Bell&amp;diff=26415"/>
		<updated>2014-05-17T09:27:40Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: now consistent with the actual database&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
This valuable item of priestly regalia is usually crafted in the form of a bell, gong, chime or other musical instrument designed to be struck. In some places, especially [[Wintermark]] and [[The Brass Coast]] it may be made in the form of a small drum, or even a rattle. Despite the name, it is usually quite capable of making a noise - it&#039;s common name comes from the idea that the bell is experienced on a spiritual level as well as a gross, physical level. It grants additional power to [[Priest skills#Exorcism|ceremonies that purify spiritual auras]] or that drive away [[Malign spiritual presences|dark forces]].&lt;br /&gt;
&lt;br /&gt;
A silent bell is often crafted of greensteel, and decorated with symbols of [[Vigilance]], [[Wisdom]] and [[Courage]] or with designs appropriate to the faith as a whole, especially the seven-fold labyrinth.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Regalia (Talisman)&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039;  When you perform or participate in an [[Religious skills#Exorcism|Exorcism]] ceremony, you may add up to two additional ranks of strength to the aura by spending up to two additional [[Liao]]. &lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a silent bell requires ten measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]], seven ingots of [[Materials#Green Iron|green iron]] and five measures of [[Materials#Dragonbone|dragonbone]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
You must have the [[Religious skills#Dedication|dedication]] skill to bond to this item.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Talismans]]&lt;br /&gt;
[[Category:Descriptive Text]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Provide_siege_training_to_new_Highborn_army&amp;diff=26321</id>
		<title>Provide siege training to new Highborn army</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Provide_siege_training_to_new_Highborn_army&amp;diff=26321"/>
		<updated>2014-05-16T12:18:29Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Voting */ Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;ic&amp;gt;Provide additional specialist siege training to army being levied, such that it enters the field fully trained in Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Proposed by Necropolis, seconded by Hahmark.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
* Provide siege training to the new Highborn army currently being raised&lt;br /&gt;
* Passed at 60 Thrones&lt;br /&gt;
&lt;br /&gt;
===Date===&lt;br /&gt;
* Winter 377YE&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
* [[Keywords#Gaining_new_keywords|50 Mithril]]&lt;br /&gt;
&lt;br /&gt;
===Progress===&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
===Campaign Outcome===&lt;br /&gt;
* Once complete - the new Imperial army will gain the [[Keywords#Siege|siege keyword]].&lt;br /&gt;
&lt;br /&gt;
===Voting===&lt;br /&gt;
{| class=&amp;quot;wikitable senatevotes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! State !! Votes For !! Votes Against !! Result&lt;br /&gt;
|-&lt;br /&gt;
| In Principle || 19 || 5 || Passed&lt;br /&gt;
|-&lt;br /&gt;
| At 50 Thrones || 19 || 5 || Passed&lt;br /&gt;
|-&lt;br /&gt;
| At 60 Thrones || 12 + Conscience || 12 || Passed&lt;br /&gt;
|-&lt;br /&gt;
| At 100 Thrones || 0 || 24 || Failed&lt;br /&gt;
|}&lt;br /&gt;
{{Senate Motion}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=26126</id>
		<title>Wiki Updates</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=26126"/>
		<updated>2014-05-13T22:16:41Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Ritual Corrections */ Increased duration of fortification-destroying ritual for OOC timing purposes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of significant updates to the wiki which we will try and keep as up to date as possible.  Hopefully this will be a more useful document than the recent changes page which lists every spelling correction and formatting change. &lt;br /&gt;
&lt;br /&gt;
By it&#039;s nature this page will be regularly updated so when you visit the wiki try checking here first. However please keep in mind this is a manually updated page so at times maybe a little behind the actual updates.&lt;br /&gt;
&lt;br /&gt;
==Nations and Territories==&lt;br /&gt;
The [[Wintermark Territories]] have been extensively expanded. A note was added to [[Wintermark history]] to make it clear that the position of king or queen of Wintermark was not a &#039;&#039;hereditary&#039;&#039; position.&lt;br /&gt;
&lt;br /&gt;
==Ritual Corrections==&lt;br /&gt;
The following rituals had incorrect costs listed on the wiki. These have now been corrected.&lt;br /&gt;
* [[Revelation of the Jewel%27s Sparkling Heart]]&lt;br /&gt;
* [[Unending Cascade of Blood%27s Fire]]&lt;br /&gt;
&lt;br /&gt;
The latter ritual was incorrectly reduced in magnitude shortly before the last event. This error has been fixed and the original correct magnitude restored.&lt;br /&gt;
&lt;br /&gt;
The following ritual had an incorrect casting time listed on the wiki. This has now been corrected.&lt;br /&gt;
* [[Rising_Roots_that_Rend_Stone]]&lt;br /&gt;
&lt;br /&gt;
==Anvil Hospital==&lt;br /&gt;
We have added information about the [[Anvil Hospital &amp;amp; Imperial School of Medicine]] to the wiki. Thanks to all the players involved for creating this great institution.&lt;br /&gt;
&lt;br /&gt;
==Map Update==&lt;br /&gt;
There is a new strategic-and-political map of the Empire [[Gazetteer|here]], and each of the Imperial (or formerly Imperial) territories now has a territory map. Over the next few days, each territory page will be overhauled and updated to include more information about regions and points of interest.&lt;br /&gt;
&lt;br /&gt;
==Military Council Update==&lt;br /&gt;
We have updated the [[Imperial Military Council]], streamlining the processes which we will use going forwards to calculate the outcomes of military campaigns, and giving player generals more freedom and control over what happens to their armies. We have also modified the upkeep costs for fortifications to ensure that powerful fortifications remain tenable. We have overhauled the presentation of the section to bring it into line with the new pages for the Imperial Conclave and added extra [[Military Council design|design notes and an explanation for  the change]].&lt;br /&gt;
&lt;br /&gt;
==Senate Update==&lt;br /&gt;
We&#039;ve reorganised several pages, as well as creating separate pages for titles such as [[senator]]. We&#039;ve also done some work clarifying some of the powers of [[The Throne]] where their function was either unclear, or would work poorly.&lt;br /&gt;
&lt;br /&gt;
==Bourse Update==&lt;br /&gt;
Several new [[Imperial title|Imperial Bourse titles]] have been added to the wiki.&lt;br /&gt;
* [[Bailiff of the Grand Market]] (Marcher position)&lt;br /&gt;
* [[Vizier of the Incarnadine Satchel]] (Freeborn position)&lt;br /&gt;
* [[Dhomiro of the Cinnabar Hills]] (Freeborn position)&lt;br /&gt;
* [[Mistress of the Glass Parador]] (Freeborn position)&lt;br /&gt;
* [[Custodian of the Assayer&#039;s Guild]] (League position)&lt;br /&gt;
* [[Provost of the Halls of Knowledge]] (Urizen position)&lt;br /&gt;
* [[Castellan of Spiral Castle]] (Dawn position)&lt;br /&gt;
&lt;br /&gt;
The method by which national bourse positions are assigned has been updated for the Marches and the League.&lt;br /&gt;
&lt;br /&gt;
==Monstering==&lt;br /&gt;
Information about [[monstering]] and making your own [[barbarian]] tribe has been added to the wiki. Everyone who is keen is welcome to join us for big kit making session on Friday before the Easter event starts. Whatever you make is yours to keep! We&#039;ll hope to find time to add more detail to these pages later in the year.&lt;br /&gt;
&lt;br /&gt;
===Conclave Update===&lt;br /&gt;
Players have asked us to provide an [[Conclave_design#A_WizardCivil_Servant_Did_It| IC explanation for the change in the Conclave rules]], rather than simply retcon it, so we have done as requested.&lt;br /&gt;
&lt;br /&gt;
==Winter 2014 Rules Update==&lt;br /&gt;
Over winter we carried out a review of the rules from the first year. As a result of that review we have changed a few rules. We are in the process of updating the wiki to reflect these [[Rules changes 2014|rules changes]]. We will continue to carry out reviews of rules each winter, but do not envisage making many other significant changes in the future.&lt;br /&gt;
&lt;br /&gt;
The rules update has been updated... please note that you need to have the relevant skill to participate in a ceremony as part of a sect.&lt;br /&gt;
&lt;br /&gt;
==Updates April 2014 ==&lt;br /&gt;
Finally wrote up [[Riddle Hides the Reward]].&lt;br /&gt;
&lt;br /&gt;
Clarified power of [[The Throne]] to ratify constitutional votes.&lt;br /&gt;
&lt;br /&gt;
Added [[Highguard_culture_and_customs#Day_of_the_Dead|details of a Highborn celebration]] to the Customs and Culture section of Highguard.&lt;br /&gt;
&lt;br /&gt;
Changed [[Warmage]] again in line with constitutional note.&lt;br /&gt;
&lt;br /&gt;
Clarified ability of Senator to resupply army on [[Casualties#Emergency_Resupply|Casualties]] page&lt;br /&gt;
&lt;br /&gt;
Completed motions outstanding from [[377YE_Summer_Solstice_Senate_Session]]&lt;br /&gt;
&lt;br /&gt;
Updates and maps for [[Semmerholm]], [[Liathaven]], [[Therunin]], [[Mournwold]], [[Brocéliande]] and [[Spiral]] are up, but still stubbed until I have time to check all the backgrounds in the world.&lt;br /&gt;
&lt;br /&gt;
===Conclave Overhaul===&lt;br /&gt;
A number of pages have been changed to reflect changes to the way the [[Imperial Conclave]] will function at future events. You can read about the changes in more detail [[Conclave_design|here]]&lt;br /&gt;
* Updated the [[Imperial Conclave]] page to lay out the new Conclave in more detail&lt;br /&gt;
* Created pages for the three principles of the Conclave [[Principle of Precedence]], [[Principle of Proportions]] and [[Principle of Presence]].&lt;br /&gt;
* Updated the [[Conclave order]] page with details of joining an order and the powers of membership.&lt;br /&gt;
* Updated the &#039;&#039;Membership of the Order&#039;&#039; section of each conclave order page, and included details of the base materials that go into their [[Conclave vault]] each season. The orders are [[Celestial Arch#Membership_of_the_Order|Celestial Arch]], [[Sevenfold Path#Membership_of_the_Order|Sevenfold Path]], [[Shuttered_Lantern#Membership_of_the_Order|Shuttered Lantern]], [[Rod and Shield#Membership_of_the_Order|Rod and Shield]], [[Golden Pyramid#Membership_of_the_Order|Golden Pyramid]] and [[Unfettered Mind#Membership_of_the_Order|Unfettered Mind]].&lt;br /&gt;
* Updated [[Spell_list#Detect_Magic|detect magic]] with regard to Arcane Mark.&lt;br /&gt;
* Updated Imperial title pages for [[Archmage]], [[Grandmaster]], [[Dean of the Lyceum]], [[Warmage]] and created a page for the [[Bursar of the Conclave]].&lt;br /&gt;
* Updated [[Conclave session]] and created pages explaining [[address]], [[declaration]], [[gambit]] and [[amity and enmity]]&lt;br /&gt;
* Included the ritual [[Arcane Mark]]&lt;br /&gt;
* Updated [[Powers of the Senate]] to reference creation and dissolution of Conclave order and to remove references to Imperial Lore.&lt;br /&gt;
&lt;br /&gt;
==Updates March 2014 ==&lt;br /&gt;
Ongoing changes to ritual text durations and targeting guidelines; most of these are just clarifications. Specific changes include:&lt;br /&gt;
* [[Rot&#039;s Rightful Claim]] is no longer an enchantment&lt;br /&gt;
* Added a section about ilium use to [[Mark of Ownership]]&lt;br /&gt;
* Added a section to [[Black Iron Blade]] allowing it&#039;s magnitude to be increased when cast on a single target to allow removal of protected bonds.&lt;br /&gt;
* [[Icy Maw Devours the Spark of Essence]], [[Naeve&#039;s Twisting Blight]], [[Winter&#039;s Ghosts]] and [[Drawing the Penumbral Veil]] now target a territory rather than a region&lt;br /&gt;
* [[Clarity of the Master Strategist]] now requires a Day regio to bring it into line with other campaign army rituals&lt;br /&gt;
* [[Transmogrification of the Soul&#039;s Echo]] is now clearer on who makes the changes - it is not a brainwashing ritual&lt;br /&gt;
&lt;br /&gt;
Sanctioned event guidelines have been updated to give advice on how to apply Profound Decisions [http://www.profounddecisions.co.uk/equalityanddiversity?1 equality and diversity] rules to your event.&lt;br /&gt;
&lt;br /&gt;
Tidied up information about several Bourse seats, and linked the physical locations of the seat resources to the territory sections.&lt;br /&gt;
&lt;br /&gt;
Clarified [[military unit#Downtime options|military unit]] downtime options relating to assigning to Imperial armies or special projects and the production from doing so.&lt;br /&gt;
&lt;br /&gt;
Overhauled and updated [[Skarsind]] page, with smaller updates elsewhere especially to [[Miekarova]] and [[Hercynia]] territory pages&lt;br /&gt;
&lt;br /&gt;
Overhauled and updated [[Reikos]] page, with smaller updates elsewhere&lt;br /&gt;
&lt;br /&gt;
Updated the [[Titles Autumn 377]] page to indicate who has what title as of the end of 2013&lt;br /&gt;
&lt;br /&gt;
Overhauled and updated [[Hercynia]] page, with smaller updates elsewhere&lt;br /&gt;
&lt;br /&gt;
Made some changes to [[spell list]] with reference to operate portal and detect magic&lt;br /&gt;
&lt;br /&gt;
Several changes to [[enchantment]] effects, as well as a slight change to the way an enchantment made permanent with [[Materials#Ilium|ilium]]can be removed &lt;br /&gt;
&lt;br /&gt;
Changed duration of [[Mark of Ownership]] to &amp;quot;as long as the item lasts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Minor updates===&lt;br /&gt;
Corrected an error where [[Enfeebling Echo]] was referred to as &#039;&#039;Hand of Time&#039;&#039; on the staffs category page, and corrected an error in the materials (it costs seven beggar&#039;s lye, not seven beggar&#039;s lye &#039;&#039;and&#039;&#039; seven green iron. Matt to change on database.&lt;br /&gt;
&lt;br /&gt;
Clarified the way that [[Witness]] works for priests in the Imperial Conclave.&lt;br /&gt;
&lt;br /&gt;
==Updates February 2014 ==&lt;br /&gt;
The senate powers to create [[new Imperial titles]] have been overhauled with additional content and clarification.&lt;br /&gt;
&lt;br /&gt;
Update about changing [[Resource_overview|resources]]&lt;br /&gt;
&lt;br /&gt;
LaTeX download added to [[Rune_Overview|runes]]&lt;br /&gt;
&lt;br /&gt;
Update to [[Spider&#039;s Tollkeep]] and [[Advisor on orc affairs]] to correct error in who can hold these titles; as National positions, they can be held only by characters from those nations.&lt;br /&gt;
&lt;br /&gt;
Slight change to [[Vallorn]] interconnectivity; Vallorn are not believed to be interconnected, allowing more plot options.&lt;br /&gt;
&lt;br /&gt;
Ongoing changes to ritual text durations and targetting guidelines; most of these are just clarifications. Specific changes include:&lt;br /&gt;
* [[Touch of Vile Humours]] has changed to bring it into line with the new rules on Day duration enchantments&lt;br /&gt;
* [[Forge the Wooden Fastness]], [[Frozen Citadel of Cathan Canae]] and similar rituals are undergoing a revision to bring them into line with out rules on [[fortifications]]. Watch this space.&lt;br /&gt;
&lt;br /&gt;
Changed the election process for [[Mercantile_investment#Keeper_of_the_Spice-Gardens|Keeper of the Spice Gardens]] has been adjusted to bring it into line with the section on the [[New_Imperial_titles#Appointment|appointment]] of titles; added a page about the Keeper title; made some edits to the [[Feroz#The_Spice-Gardens_of_Feroz|Feroz]] section about the gardens.&lt;br /&gt;
&lt;br /&gt;
Rules about what happens with personal resources in conquered territories added [[Resource_overview#Conquered_Territories|here]].&lt;br /&gt;
&lt;br /&gt;
Change to [[Orc#Rules|orc rules]] about liao and religious skills, to make the situation very clear&lt;br /&gt;
&lt;br /&gt;
Additional page [[Languages]] added to wiki&lt;br /&gt;
&lt;br /&gt;
Details of the Eternals [[Sung]] and [[Janon]] laid out.&lt;br /&gt;
&lt;br /&gt;
===Minor updates===&lt;br /&gt;
Recordings of songs added for Brass Coast (Lost Segura, Wagon Song, Without You) and Marches (Marcher Battle Song, Apple Wassail).&lt;br /&gt;
&lt;br /&gt;
An option to retire a character using [[Sift the Dreamscape&#039;s Sands]] added&lt;br /&gt;
&lt;br /&gt;
==Updates January 2014 ==&lt;br /&gt;
&lt;br /&gt;
More details added to the  [[Sanctioned_events|sanctioned events]] page including [[Sanctioned_event_rules|rules]]. &lt;br /&gt;
&lt;br /&gt;
The Play one, Crew one rule added to the [[Battles]] page&lt;br /&gt;
&lt;br /&gt;
[[Traders]] page updated&lt;br /&gt;
&lt;br /&gt;
[[Events]] page updated with details of 2014 events&lt;br /&gt;
&lt;br /&gt;
[[Facebook_%26_Forums|Facebook and Forums]] page with links for the various social media resources that exist for Empire.&lt;br /&gt;
&lt;br /&gt;
[[Profound_Decisions_management_team|PD management team ]] page updated to show Alison and Matt&#039;s current event roles.&lt;br /&gt;
&lt;br /&gt;
=== Minor additions ===&lt;br /&gt;
A new minor trapping added to the [[Naga]] page.&lt;br /&gt;
&lt;br /&gt;
New song &amp;quot;For Once I Was A Young Man&amp;quot; added to [[Highguard_music|Highguard music]]&lt;br /&gt;
&lt;br /&gt;
New costume diary added to [[Costume_advice|costume advice]] - high status Marchers doublet.&lt;br /&gt;
&lt;br /&gt;
==Updates after Event 4, Sept 2013 ==&lt;br /&gt;
&lt;br /&gt;
[[Synod Results, Autumn Summit, 377 YE]]&lt;br /&gt;
&lt;br /&gt;
==Updates between Event 3  and Event 4 2013 ==&lt;br /&gt;
All updates up to Event 4 are grouped here under appropriate heading.&lt;br /&gt;
&lt;br /&gt;
Details of event 4 [[Autumn Equinox 2013]] &lt;br /&gt;
&lt;br /&gt;
===Ring of Triumph===&lt;br /&gt;
An error on the summary page for the Ring of Triumph has been corrected. The correct materials for this item are include six ingots of [[Materials#Green Iron|green iron]] &#039;&#039;&#039;not&#039;&#039;&#039; six ingots of [[Materials#Tempest Jade|tempest jade]]&lt;br /&gt;
&lt;br /&gt;
===Rules and OOC info===&lt;br /&gt;
Update on the [[Frequently Asked Questions|FAQ]] &lt;br /&gt;
*Question added  - Can I email a longer background?&lt;br /&gt;
*Clarification about using using a one handed spear as a two handed pole weapon.&lt;br /&gt;
*Clarification about using hero skills at range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A section added to [[playing the game]] about stealing IC items and what to do with the phys reps.&lt;br /&gt;
&lt;br /&gt;
[[Traders]] info updated with details of Jolly Dicey, Twisted Flax, Grimm &amp;amp; Grizzly and a new website for Mandala Studios.&lt;br /&gt;
&lt;br /&gt;
=== World information===&lt;br /&gt;
A [[Current Affairs|current affairs]] page added to pull together various reports including elections, senate and synod decisions from the first three events. This page and the various other pages it leads to should be updated each event. There is also a page which details the [[Titles Autumn 377|planned elections at E4]] .&lt;br /&gt;
&lt;br /&gt;
Addition of [[Damaris|Damaris of Cantiarch&#039;s Hold]] as a [[ Paragons and Exemplars|examplar]]&lt;br /&gt;
&lt;br /&gt;
Pages about [[Trogoni]] and [[Plaguewulf]] added. &lt;br /&gt;
&lt;br /&gt;
The section on [[Madruga]] has been updated to show the current situation with the [[Repair the Spider&#039;s Dream|now repaired]] Spider&#039;s Dream bridge and the [[Imperial Title|Imperial title]] [[Spider&#039;s Tollkeep]] which is funded from the tolls is now available for election again.&lt;br /&gt;
&lt;br /&gt;
Section on [[ List of Criminal Offences|criminal offences]] updated with more links to the [[ Religious Crimes|religious crimes]] section. New crime of desecration added.&lt;br /&gt;
Several new [[Imperial Title|Imperial titles]] have been created they will be added to the [[Current Imperial Titles]] list in due course.&lt;br /&gt;
&lt;br /&gt;
More information added to some [[Foreign nations|foreign nations]] including a new page on [[Iron Confederacy]]&lt;br /&gt;
&lt;br /&gt;
Updated information on the [[Imperial Bourse]] about elections and titles.&lt;br /&gt;
&lt;br /&gt;
More [[Eternals]] detailed&lt;br /&gt;
&lt;br /&gt;
Details added about [[Fortifications]] and existing ones added to relevant territory pages.&lt;br /&gt;
&lt;br /&gt;
On going - Details of senate decisions and the resulting actions being added as the scribes have time, check the  [[Recent History (Senate)| Senate sessions]] for details.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*Ritual [[Cold Water from the Mountain]] changed from Spring to Day&lt;br /&gt;
*Autumn ritual [[Sum of the Parts]] added.&lt;br /&gt;
&lt;br /&gt;
Updates to [[Dean of the Lyceum]] and [[Conclave session]] about adding new rituals available to Imperial citizens. &lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
&lt;br /&gt;
[[Highguard Go To War]] added to [[Highguard music]]&lt;br /&gt;
&lt;br /&gt;
Extra information about music added to [[Urizen music|Urizen]] including three new songs.&lt;br /&gt;
&lt;br /&gt;
Also a whole bunch of song pdfs have been updated.&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rising_Roots_that_Rend_Stone&amp;diff=26125</id>
		<title>Rising Roots that Rend Stone</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rising_Roots_that_Rend_Stone&amp;diff=26125"/>
		<updated>2014-05-13T22:15:02Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Performing the Ritual */ Update ritual time because we need the warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Spring|50}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} The ritual targets a single mage [[Magic overview#Implements|implement]] which must be present during the ritual.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
The power of the ritual is stored in the target [[Magic overview#Implements|implement]]. Any of the [[Magic overview#Contributors|contributors]] can touch that implement to a battlefield fortification to seriously damage or destroy it. &lt;br /&gt;
&lt;br /&gt;
The power of the ritual can be invoked only once.&lt;br /&gt;
&lt;br /&gt;
{{Ten Minute Power}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This battlefield ritual deals with similar forces to [[The Forest Remains]]; by greatly accelerating the growth of roots, vines and other plants at the same time as it attacks timbers and even stone with powerful spores, moss and insects, &#039;&#039;Rising Roots that Rend Stone&#039;&#039; damages or even destroys a fortification. The supernatural growth finds the weakest parts of the structure, and forces tiny cracks to become gaping rents, crumbling mortar to be riddled with parasites and mold, old wooden timbers to be infested with termites and fungi, and new wooden timber suppots to begin to sprout leaves and branches again - and in extreme cases even fruit! , &lt;br /&gt;
&lt;br /&gt;
It often takes a short time for the full power of the ritual to manifest, which can make it a particularly dangerous ritual for the [[Magic overview#Contributors|contributor]] charged with delivering the final stage and touching the target fortification. Some brave [[Groups#Covens|covens]] have tried to perform the ritual while physically touching the fortification, while protected by heavily armoured warriors with powerful shields, but the possiblity that a single stray arrow or bolt could cause the ritual to fail means it is rarely considered worth the risk. It is much more common to see one or more well-defended ritualists fight their way through to the fortification with the charged implement, relying on the fact that at least one of them will make it into position - and then either hold against the defenders, or retreat while the magic does it&#039;s work.&lt;br /&gt;
&lt;br /&gt;
This ritual targets the weakest parts of a defensive structure. While it may not collapse or destroy an entire wall, it is likely that the ritual will create multiple breaches, tear down a gatehouse, collapse a row of mantlets or the like.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
When performing this ritual, a coven often invokes symbols of natural destruction - not just plants and animals but also wind and rain. The [[Eternals|Eternal]] [[Llofir]] may be invoked, and it is also common to use broken artisan&#039;s tools or the parts of a breached fotification to help grant the ritual power. Some ritualists evoke the spirit of  heroes, [[Imperial Orcs religious beliefs#Imperial Orc ancestors|orc ancestors]], [[Paragons and Exemplars]] renowned for their strength, such as [[Inga Tarn]] or [[Imperial Orcs history|Thrace]], or dramatically recreate specific stories where walls, towers or castles were overwhelmed by virtuous armies.&lt;br /&gt;
&lt;br /&gt;
The implement charged with this spell is a key element in the ritual, and the role it plays in the performance is very important. Some [[The Marches|Marcher]] [[Landskeeper|Landskeeper]] and [[Dawn|Dawnish]] [[Earl#Enchanters|enchanter]] who has mastered this ritual may use a special staff or rod constructed from the wood of a shattered gate or a siege engine specifically for use with &#039;&#039;Rising Roots that Rend Stone&#039;&#039;. The implement may be passed between the ritualists, or placed at the centre of the ritual as a focus for the magic of the [[Groups#Covens|coven]].&lt;br /&gt;
&lt;br /&gt;
The rune [[Mawrig]] is often evoked with this ritual, and some [[Wintermark]] ritualists complete their casting by carving or painting it onto the implement - or the contributor chosen to wield it. The constellation of the [[The_Key_and_The_Lock#The_Key|Key]] is sometimes evoked, as is [[The Wanderer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Spring Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Test_of_Arms&amp;diff=25454</id>
		<title>Test of Arms</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Test_of_Arms&amp;diff=25454"/>
		<updated>2014-05-07T22:32:53Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Overview */ correct obvious wording error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Test of Arms is an Imperial test administered by members of the Academy. A child who passes the test is considered to be fit and strong enough to fight on the battlefield in defence of the Empire. It consists of a short but brutal fight, usually held in the Imperial orc fighting pit, to asses a child&#039;s fighting abilities and mental resilience. Like the [[Test of Citizenship]] the Test is administered by the civil servants in the Academy.&lt;br /&gt;
&lt;br /&gt;
===OOC===&lt;br /&gt;
In order to fight in any battle, skirmish, or quest not specifically run for younger role-players by [[the Academy]], any player under the age of 16 must first pass the Test of Arms. Unlike the Test of Citizenship the Academy staff do not make the final judgement whether a child is fit for battle or not. The Test is conducted by a member of the battle team, with Academy staff providing administrative support.&lt;br /&gt;
&lt;br /&gt;
The test provides a basic check whether a young player would be a significant risk of harm to themselves or others if they were allowed onto a battle, skirmish, or quest.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
The Test requires the applicant to complete a pitched fight against a number of opponents at the same time. It is usually conducted inside the Imperial Orc fighting pit with the assistance of Imperial Orc volunteers. The test is intended to be gruelling and physically intimidating, the better to allow an assessment of a young citizens ability to fight in a pitched battle. &lt;br /&gt;
&lt;br /&gt;
The absolute minimum age at which any child can take the Warrior Test is 11. Most candidates will be significantly older than this age. The Academy staff will advise potential candidates as to whether they think they are ready to take the test.&lt;br /&gt;
&lt;br /&gt;
It is recommended that the [[Test of Citizenship]] is taken before the Test of Arms, since the battle experience is likely to be both short and less fun without access to skills!&lt;br /&gt;
&lt;br /&gt;
==Assessment==&lt;br /&gt;
The main requirements the examiner will be looking for are:&lt;br /&gt;
&lt;br /&gt;
* Does the candidate understand the combat rules for Empire?&lt;br /&gt;
* Do they understand how to fight safely and pull their blows?&lt;br /&gt;
* Will they be physically safe in a LARP combat situation?&lt;br /&gt;
* Do they panic in a close quarters fight?&lt;br /&gt;
&lt;br /&gt;
==Timings==&lt;br /&gt;
The Test of Arms usually takes place on 2pm on the Saturday or Sunday of an event. It is not usually possible to organise tests outside of these times due to the complicated logistics involved.&lt;br /&gt;
&lt;br /&gt;
==Benefits ==&lt;br /&gt;
Once a candidate has passed the Test, they will receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
* They may take part in any battles, skirmishes, or quests that their character is able to go on&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The Academy]]&lt;br /&gt;
* [[Test of Citizenship]]&lt;br /&gt;
&lt;br /&gt;
[[Category: The Empire]]&lt;br /&gt;
[[Category: Children]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mazen&amp;diff=25427</id>
		<title>Mazen</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mazen&amp;diff=25427"/>
		<updated>2014-05-07T14:14:48Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Sobriquets */ typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Masks2.jpg|title=Mazen wears many masks|align=left|width=600}}&lt;br /&gt;
==Eternal of Autumn==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Known invariably as the &#039;&#039;Many-Faced&#039;&#039; or &#039;&#039;Mazen of the Many Faces&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
They are also sometimes referred to as the &#039;&#039;Unseen Hand&#039;&#039;, and a handful of [[Urizen]] texts cryptically refer to them as the &#039;&#039;Price of Folly&#039;&#039; (there are arguments as to whether this is a mis-print of &#039;Prince&#039;) or occasionally the &#039;&#039;Gull-Catcher&#039;&#039;. In the [[The League|League]], Mazen is sometimes called the &#039;&#039;Lord of the Masks&#039;&#039;, owing to their physical appearance and the nature of their boons. In  [[Highguard]] the most common epithet for Mazen is &#039;&#039;False-face&#039;&#039;; in [[Varushka]] and [[Wintermark]] they are more commonly termed &#039;&#039;No-face&#039;&#039;; magicians from all three nations tend to be very cautious when dealing with them, but there are several stories of both [[Kallavesi]] and Ushka mystics exploiting Mazen&#039;s love of manipulation to gain valuable power in time of need.&lt;br /&gt;
&lt;br /&gt;
In the [[Sumaah Republic]], Mazen is called &#039;&#039;Løgner&#039;&#039; which literally means &#039;&#039;liar&#039;&#039; and contact with them is absolutely proscribed. The [[Asavean Archipelago|Asaveans]] call them &#039;&#039;comduas caras&#039;&#039; or &amp;quot;with two faces&amp;quot;, referring both to their multiple features and their manipulative nature. Unlike the Sumaah the Asaveans consider Mazen to be largely harmless; indeed in some places they are viewed as a minor god of trickery and ambition, and offerings are burnt before statues of the creature. The [[Principalities of Jarm|Jarmish]] have a number of names for Mazen, the most prevalent of which is &#039;&#039;Lutkar&#039;&#039;. While some magician princes are known to make bargains with Lutkar to gain power, doing so is often seen as an act of foolishness or desperation.&lt;br /&gt;
&lt;br /&gt;
A few old League plays feature Mazen, usually as a gently comic figure who helps both villain and hero at different points in the story. There are persistent rumours that one of the thousands of theatrical masks in the Facio Hall of the Armetto Theatre in [[Sarvos]] is Mazen’s, but if this is true, nobody has found it.&lt;br /&gt;
&amp;lt;ic&amp;gt;When you know what someone believes, you know who they are, and how to move them.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Mazen of the Many Faces is an Autumn Eternal of uncertain form. While other Autumn eternals generally appear to be horned humanoids, Mazen usually appears as the &#039;Lord of the Masks&#039;; an inhuman creature with a head comprising at least four masks or faces, each of which speaks with its own voice, and with a varying number of limbs. In this form they tend to dress garishly, forsaking the understated elegance of [[Callidus]] and the classier denizens of the Labyrinth in favour of displaying their wealth. This form tends to seat themselves on a high throne, so that they speak down to their mortal visitors.&lt;br /&gt;
&lt;br /&gt;
While this is their common form, they have been encountered in a variety of other guises. On occasion they appear as &#039;&#039;the Chorus&#039;&#039; - a collection of their Heralds speaking with the same voice; or as &#039;&#039;the Gallery of Masks&#039;&#039; - a room full of framed masks which glow with an eerie light and speak with many voices.&lt;br /&gt;
&lt;br /&gt;
They refer to themself using plural pronouns, and eschew any particular gender.&lt;br /&gt;
&lt;br /&gt;
There is a great deal of speculation among Imperial magicians as to the nature of Mazen. Their masks are clearly not actual faces; they have been known to remove them to hand out as boons. On occasions, magicians treating with Mazen have reported that upon removing one mask, another was present beneath it, as if the Eternal had no true face. Others have pointed to the fact that the many forms Mazen takes are at odds with the traditional appearance of Autumn eternals as horned humanoids - they speculate that &#039;&#039;nobody&#039;&#039; has ever met the real Mazen, assuming it even exists. Rather, they suggest that &#039;&#039;all&#039;&#039; the multifarious shapes Mazen takes are masks, presumably constructed through the cunning artifice of the creature itself or perhaps by the Eternal [[Estavus]] given their tendency to include metallic substances. Indeed Daniella Vassa di Sarvos at her trial put forward the supposition that Mazen is in fact a constructed being, perhaps made by Estavus, who freed themself and now pursues their own agenda - while this seems unlikely it goes some way towards explaining the slightly alien and unpredictable nature of the Many-Masked.&lt;br /&gt;
&amp;lt;ic&amp;gt;Just because something isn&#039;t a lie does not mean that it isn&#039;t deceptive. A liar knows that he is a liar, but one who speaks mere portions of truth in order to deceive is an artificer of outcomes.&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Masks1.jpg|title=Manipulation is the key to power|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
===Concerns===&lt;br /&gt;
Mazen appears less interested in advancing their own power than in encouraging others to do pursue their own goals. They generally encourage mortals to use any tool at their disposal to advance their agenda; subtle action; misdirection; conspiracy; naked power grabs; the use of lies, deception and misdirection; accusations against political rivals; blackmail, bribery and threats; using dupes, pawns and patsies; and the manipulation of sentiment, pride and perceived bonds of loyalty or obligation. To Mazen, power over others is an end in itself, and there is no method too unethical or immoral to achieve that end.&lt;br /&gt;
&lt;br /&gt;
Mazen &#039;&#039;claims&#039;&#039; to be interested in what will motivate mortals to put aside their squabbles and work together. They &#039;&#039;claim&#039;&#039; that their shape is a metaphor for a nation or other great body of people: greater than the sum of its parts, yet still formed of every individual therein. In an [[address]] before the [[Imperial Conclave]] in 286YE their Herald [[#Jannam|Jannam]] argued that Mazen could make a powerful ally for those in positions of power, especially a great unifying figure prepared to do their work. In passionate rebuttal Nero of the Dreaming Spires - then [[Grandmaster]] of the [[Celestial Arch]] - reminded everyone that Mazen was an Eternal of Autumn; that their words were not to be trusted; and that they had no interest in the glory of empires, but the glory of Empresses. Mazen&#039;s petition for [[Amity and Enmity|Amity]] was defeated by a narrow margin.&lt;br /&gt;
&lt;br /&gt;
Mazen&#039;s expression of interest in mortal [[pride]], [[loyalty]] and co-operation is generally seen as a slightly unconvincing veneer over a deep-seated fascination with silver-tongued manipulators who use these sentiments to control others. They enjoy the antics of ruthless politicians, corrupt leaders and vicious warriors alike - as long as they are charismatic or cunning enough to build up a following; but they reserves a special place in their &#039;heart&#039; for the artist of the long-con. Mazen is always interested in aiding a truly spectacular con, and the more convoluted the hustle, the better. Confidence tricksters are cautioned that Mazen is equally happy with a trick that ends in spectacular failure as they are with one that ends in spectacular success; it is the spectacle in which Mazen revels.&lt;br /&gt;
&lt;br /&gt;
The most famous recent example of Mazen&#039;s patronage was that of Daniella Vassa di Sarvos, a corrupt [[Master of the Imperial Mint]] in the reign of [[Emperor Barabbas]]. A razor-sharp long-con artist, she convinced many of her victims that she was their friend and ally and that she would use her influence and resources to aid their cause. So thoroughly were many of her victims gulled that they defended her vehemently at her eventual trial, even inventing elaborate theories to account for the evidence against her. Mazen sent Heralds to her funeral, and occasionally refers to her in tones of apparent fondness.&lt;br /&gt;
&lt;br /&gt;
Mazen regularly expresses the opinion that they are the greatest of all Autumn eternals. They consider themself wiser than [[Basileus Kade]], whom mortals fear; more subtle than [[Callidus]], who invokes naked greed; wealthier than [[Estavus]] who wastes her time on creation when she would be better served to control creation. Those who follow such paths, they claim, will find themselves easily betrayed, manipulated or used as tools to advance the agenda of another. The [[The Brass Coast|Freeborn]] scholar Serval i Riqueza, when opposing the suggestion that the [[Unfettered Mind]] support the development of a ritual to allow trade with Mazen, pointed out that Mazen is quite clearly much less powerful than the Eternals it claims to despise - &amp;quot;&#039;&#039;Perhaps,&#039;&#039;&amp;quot; he said &amp;quot;&#039;&#039;It still hasn&#039;t had its chance to betray them?&#039;&#039;&amp;quot; Indeed, while they are often contemptuous of the others, they seem to have little problem co-operating with them - apart from Basileus Kade. Mazen &#039;&#039;despises&#039;&#039; Kade, although the details of their enmity are unknown.&lt;br /&gt;
&lt;br /&gt;
Beyond the drive to manipulate and gain power, Mazen is also fascinated with questions of identity. On occasion they have claimed that knowing someone else is the first step toward binding them to your cause. They warn against expressing one&#039;s true identity to others, who might be able to find weaknesses to exploit; whenever they offer patronage they recommend concealment and misdirection. Some scholars have suggested that Mazen is trapped in a quest to uncover their own identity - that they lack some fundamental self-knowledge that mortals take for granted. Given they are said to express an irrational dislike of mirrors, there may be some truth in this theory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Truth; hear it at all times but speak it only when it does not matter.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
Mazen of the Many Faces is fond of magicians, claiming that (in their experience) they are the best-placed to control others. Their boons often come in the form of masks which grant powers to their wielders - ritual power, knowledge of ritual magic and potent auras similar to those created through [[Religious_skills#Hallow|hallowing]] are all common boons. &lt;br /&gt;
&lt;br /&gt;
They also have a soft-spot for priests of all faiths and religions, sometimes opining that priests are the most effective wielders of sentiment and the best exploiters of weakness in the mortal world. They offer boons appropriate to the faith of the priest - and while the faithful tend to view Mazen&#039;s interest as suspicious, those more interested in political power than the spiritual well-being of others are quick to accept. When dealing with priests of [[The Way]], Mazen is known to make gifts that enhance the [[Mantle of the Golden Orator]] as well as objects that increase the ability of the wielder to employ [[Religious skills]]. The latter has raised some eyebrows in the [[Imperial Synod]] and questions about where Mazen acquires these talismans have never been satisfactorily answered.&lt;br /&gt;
&lt;br /&gt;
Mazen never gives a boon of power directly to a mortal; the boons it offers are always physical objects, and invariably require bonding. Mazen appears to find it appealing that any gift of patronage or power they give can be stolen, traded, given, taken, lost or found.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Control another&#039;s actions and you must forever watch your back; control another&#039;s heart and they will watch it for you.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jannam===&lt;br /&gt;
It is not clear whether Mazen of the Many Faces has many Heralds or only one. When its Heralds appear, they tend to be stone-faced or stone-masked creatures, dressed in a variety of costumes and with a variety of personalities – yet they all claim to be called Jannam, and to be the same entity. Stories from Asavea, Jarm and Sumaah alike all agree that this entity pursues Mazen&#039;s goals all over the mortal world. &lt;br /&gt;
&lt;br /&gt;
As with Mazen itself, this appearance is very different to the usual appearance of Autumn Heralds - speculation suggests they are &amp;quot;made things&amp;quot; rather than living creatures. Darker theories suggest that it is the masks that are Mazen&#039;s heralds, and that the bodies that wear them are somehow enslaved or subordinate to the mask&lt;br /&gt;
&lt;br /&gt;
Mazen &#039;&#039;appears&#039;&#039; to give Jannam free rein, apparently confident that they cannot be betrayed or outwitted. &lt;br /&gt;
&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mazen&amp;diff=25402</id>
		<title>Mazen</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mazen&amp;diff=25402"/>
		<updated>2014-05-07T10:42:26Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Concerns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Masks2.jpg|title=Mazen wears many masks|align=left|width=600}}&lt;br /&gt;
==Eternal of Autumn==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Known invariably as the &#039;&#039;Many-Faced&#039;&#039; or &#039;&#039;Mazen of the Many Faces&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
They are also sometimes referred to as the &#039;&#039;Unseen Hand&#039;&#039;, and a handful of [[Urizen]] texts cryptically refer to them as the &#039;&#039;Price of Folly&#039;&#039; (there are arguments as to whether this is a mis-print of &#039;Prince&#039;) or occasionally the &#039;&#039;Gull-Catcher&#039;&#039;. In the [[The League|League]], Mazen is sometimes called the &#039;&#039;Lord of the Masks&#039;&#039;, owing to their physical appearance and the nature of their boons. In  [[Highguard]] the most common epithet for Mazen is &#039;&#039;False-face&#039;&#039;; in [[Varushka]] and [[Wintermark]] they are more commonly termed &#039;&#039;No-face&#039;&#039;; magicians from all three nations tend to be very cautious when dealing with them, but there are several stories of both [[Kallavesi]] and Ushka mystics exploiting Mazen&#039;s love of manipulation to gain valuable power in time of need.&lt;br /&gt;
&lt;br /&gt;
In the [[Sumaah Republic]], Mazen is called &#039;&#039;Løgner&#039;&#039; which literally means &#039;&#039;liar&#039;&#039; and contact with them is absolutely proscribed. The [[Asavean Archipelago|Asaveans]] call them &#039;&#039;comduas caras&#039;&#039; or &amp;quot;with two faces&amp;quot;, referring both to their multiple features and their manipulative nature. Unlike the Sumaah the Asaveans consider Mazen to be largely harmless; indeed in some places they are viewed as a minor god of trickery and ambition, and offerings are burnt before statues of the creature. The [[Principalities of Jarm|Jarmish]] have a number of names for Mazen, the most prevalent of which is &#039;&#039;Lutkar&#039;&#039;. While some magician princes are known to make bargains with Lutkar to gain power, doing so is often seen as an act of foolishness or desperation.&lt;br /&gt;
&lt;br /&gt;
A few old League plays feature Mazen, usually as a gently comic figure who helps both villain and hero at different points in the story. There are persistent rumours that one of the thousands of theatrical masks in the Facio Hall of the Armetto Theatre in [[Sarvos]] is Mazen’s, but if this is true, nobody has found it.&lt;br /&gt;
&amp;lt;ic&amp;gt;When you know what someone believes you know who they are, and how to move them.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Mazen of the Many Faces is an Autumn Eternal of uncertain form. While other Autumn eternals generally appear to be horned humanoids, Mazen usually appears as the &#039;Lord of the Masks&#039;; an inhuman creature with a head comprising at least four masks or faces, each of which speaks with its own voice, and with a varying number of limbs. In this form they tend to dress garishly, forsaking the understated elegance of [[Callidus]] and the classier denizens of the Labyrinth in favour of displaying their wealth. This form tends to seat themselves on a high throne, so that they speak down to their mortal visitors.&lt;br /&gt;
&lt;br /&gt;
While this is their common form, they have been encountered in a variety of other guises. On occasion they appear as &#039;&#039;the Chorus&#039;&#039; - a collection of their Heralds speaking with the same voice; or as &#039;&#039;the Gallery of Masks&#039;&#039; - a room full of framed masks which glow with an eerie light and speak with many voices.&lt;br /&gt;
&lt;br /&gt;
They refer to themself using plural pronouns, and eschew any particular gender.&lt;br /&gt;
&lt;br /&gt;
There is a great deal of speculation among Imperial magicians as to the nature of Mazen. Their masks are clearly not actual faces; they have been known to remove them to hand out as boons. On occasions, magicians treating with Mazen have reported that upon removing one mask, another was present beneath it, as if the Eternal had no true face. Others have pointed to the fact that the many forms Mazen takes are at odds with the traditional appearance of Autumn eternals as horned humanoids - they speculate that &#039;&#039;nobody&#039;&#039; has ever met the real Mazen, assuming it even exists. Rather, they suggest that &#039;&#039;all&#039;&#039; the multifarious shapes Mazen takes are masks, presumably constructed through the cunning artifice of the creature itself or perhaps by the Eternal [[Estavus]] given their tendency to include metallic substances. Indeed Daniella Vassa di Sarvos at her trial put forward the supposition that Mazen is in fact a constructed being, perhaps made by Estavus, who freed themself and now pursues their own agenda - while this seems unlikely it goes some way towards explaining the slightly alien and unpredictable nature of the Many-Masked.&lt;br /&gt;
&amp;lt;ic&amp;gt;Just because something isn&#039;t a lie does not mean that it isn&#039;t deceptive. A liar knows that he is a liar, but one who speaks mere portions of truth in order to deceive is an artificer of outcomes.&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Masks1.jpg|title=Manipulation is the key to power|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
===Concerns===&lt;br /&gt;
Mazen appears less interested in advancing their own power than in encouraging others to do pursue their own goals. They generally encourage mortals to use any tool at their disposal to advance their agenda; subtle action; misdirection; conspiracy; naked power grabs; the use of lies, deception and misdirection; accusations against political rivals; blackmail, bribery and threats; using dupes, pawns and patsies; and the manipulation of sentiment, pride and perceived bonds of loyalty or obligation. To Mazen, power over others is an end in itself, and there is no method too unethical or immoral to achieve that end.&lt;br /&gt;
&lt;br /&gt;
Mazen &#039;&#039;claims&#039;&#039; to be interested in what will motivate mortals to put aside their squabbles and work together. They &#039;&#039;claim&#039;&#039; that their shape is a metaphor for a nation or other great body of people: greater than the sum of its parts, yet still formed of every individual therein. In an [[address]] before the [[Imperial Conclave]] in 286YE their Herald [[#Jannam|Jannam]] argued that Mazen could make a powerful ally for those in positions of power, especially a great unifying figure prepared to do their work. In passionate rebuttal Nero of the Dreaming Spires - then [[Grandmaster]] of the [[Celestial Arch]] - reminded everyone that Mazen was an Eternal of Autumn; that their words were not to be trusted; and that they had no interest in the glory of empires, but the glory of Empresses. Mazen&#039;s petition for [[Amity and Enmity|Amity]] was defeated by a narrow margin.&lt;br /&gt;
&lt;br /&gt;
Mazen&#039;s expression of interest in mortal [[pride]], [[loyalty]] and co-operation is generally seen as a slightly unconvincing veneer over a deep-seated fascination with silver-tongued manipulators who use these sentiments to control others. They enjoy the antics of ruthless politicians, corrupt leaders and vicious warriors alike - as long as they are charismatic or cunning enough to build up a following; but they reserves a special place in their &#039;heart&#039; for the artist of the long-con. Mazen is always interested in aiding a truly spectacular con, and the more convoluted the hustle, the better. Confidence tricksters are cautioned that Mazen is equally happy with a trick that ends in spectacular failure as they are with one that ends in spectacular success; it is the spectacle in which Mazen revels.&lt;br /&gt;
&lt;br /&gt;
The most famous recent example of Mazen&#039;s patronage was that of Daniella Vassa di Sarvos, a corrupt [[Master of the Imperial Mint]] in the reign of [[Emperor Barabbas]]. A razor-sharp long-con artist, she convinced many of her victims that she was their friend and ally and that she would use her influence and resources to aid their cause. So thoroughly were many of her victims gulled that they defended her vehemently at her eventual trial, even inventing elaborate theories to account for the evidence against her. Mazen sent Heralds to her funeral, and occasionally refers to her in tones of apparent fondness.&lt;br /&gt;
&lt;br /&gt;
Mazen regularly expresses the opinion that they are the greatest of all Autumn eternals. They consider themself wiser than [[Basileus Kade]], whom mortals fear; more subtle than [[Callidus]], who invokes naked greed; wealthier than [[Estavus]] who wastes her time on creation when she would be better served to control creation. Those who follow such paths, they claim, will find themselves easily betrayed, manipulated or used as tools to advance the agenda of another. The [[The Brass Coast|Freeborn]] scholar Serval i Riqueza, when opposing the suggestion that the [[Unfettered Mind]] support the development of a ritual to allow trade with Mazen, pointed out that Mazen is quite clearly much less powerful than the Eternals it claims to despise - &amp;quot;&#039;&#039;Perhaps,&#039;&#039;&amp;quot; he said &amp;quot;&#039;&#039;It still hasn&#039;t had its chance to betray them?&#039;&#039;&amp;quot; Indeed, while they are often contemptuous of the others, they seem to have little problem co-operating with them.&lt;br /&gt;
&lt;br /&gt;
Beyond the drive to manipulate and gain power, Mazen is also fascinated with questions of identity. On occasion they have claimed that knowing someone else is the first step toward binding them to your cause. They warn against expressing one&#039;s true identity to others, who might be able to find weaknesses to exploit; whenever they offer patronage they recommend concealment and misdirection. Some scholars have suggested that Mazen is trapped in a quest to uncover their own identity - that they lack some fundamental self-knowledge that mortals take for granted. Given they are said to express an irrational dislike of mirrors, there may be some truth in this theory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Truth; hear it at all times but speak it only when it does not matter.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
Mazen of the Many Faces is fond of magicians, claiming that (in their experience) they are the best-placed to control others. Their boons often come in the form of masks which grant powers to their wielders - ritual power, knowledge of ritual magic and potent auras similar to those created through [[Religious_skills#Hallow|hallowing]] are all common boons. &lt;br /&gt;
&lt;br /&gt;
They also have a soft-spot for priests of all faiths and religions, sometimes opining that priests are the most effective wielders of sentiment and the best exploiters of weakness in the mortal world. They offer boons appropriate to the faith of the priest - and while the faithful tend to view Mazen&#039;s interest as suspicious, those more interested in political power than the spiritual well-being of others are quick to accept. When dealing with priests of [[The Way]], Mazen is known to make gifts that enhance the [[Mantle of the Golden Orator]] as well as objects that increase the ability of the wielder to employ [[Religious skills]]. The latter has raised some eyebrows in the [[Imperial Synod]] and questions about where Mazen acquires these talismans have never been satisfactorily answered.&lt;br /&gt;
&lt;br /&gt;
Mazen never gives a boon of power directly to a mortal; the boons it offers are always physical objects, and invariably require bonding. Mazen appears to find it appealing that any gift of patronage or power they give can be stolen, traded, given, taken, lost or found.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Control another&#039;s actions and you must forever watch your back; control another&#039;s heart and they will watch it for you.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jannam===&lt;br /&gt;
It is not clear whether Mazen of the Many Faces has many Heralds or only one. When its Heralds appear, they tend to be stone-faced or stone-masked creatures, dressed in a variety of costumes and with a variety of personalities – yet they all claim to be called Jannam, and to be the same entity. Stories from Asavea, Jarm and Sumaah alike all agree that this entity pursues Mazen&#039;s goals all over the mortal world. &lt;br /&gt;
&lt;br /&gt;
As with Mazen itself, this appearance is very different to the usual appearance of Autumn Heralds - speculation suggests they are &amp;quot;made things&amp;quot; rather than living creatures. Darker theories suggest that it is the masks that are Mazen&#039;s heralds, and that the bodies that wear them are somehow enslaved or subordinate to the mask&lt;br /&gt;
&lt;br /&gt;
Mazen &#039;&#039;appears&#039;&#039; to give Jannam free rein, apparently confident that they cannot be betrayed or outwitted. &lt;br /&gt;
&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mazen&amp;diff=25346</id>
		<title>Mazen</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mazen&amp;diff=25346"/>
		<updated>2014-05-07T09:10:55Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Mazen prefers plural pronouns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Masks2.jpg|title=Mazen wears many masks|align=left|width=600}}&lt;br /&gt;
==Eternal of Autumn==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Known invariably as the &#039;&#039;Many-Faced&#039;&#039; or &#039;&#039;Mazen of the Many Faces&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
They are also sometimes referred to as the &#039;&#039;Unseen Hand&#039;&#039;, and a handful of [[Urizen]] texts cryptically refer to them as the &#039;&#039;Price of Folly&#039;&#039; (there are arguments as to whether this is a mis-print of &#039;Prince&#039;) or occasionally the &#039;&#039;Gull-Catcher&#039;&#039;. In the [[The League|League]], Mazen is sometimes called the &#039;&#039;Lord of the Masks&#039;&#039;, owing to their physical appearance and the nature of their boons. In  [[Highguard]] the most common epithet for Mazen is &#039;&#039;False-face&#039;&#039;; in [[Varushka]] and [[Wintermark]] they are more commonly termed &#039;&#039;No-face&#039;&#039;; magicians from all three nations tend to be very cautious when dealing with them, but there are several stories of both [[Kallavesi]] and Ushka mystics exploiting Mazen&#039;s love of manipulation to gain valuable power in time of need.&lt;br /&gt;
&lt;br /&gt;
In the [[Sumaah Republic]], Mazen is called &#039;&#039;Løgner&#039;&#039; which literally means &#039;&#039;liar&#039;&#039; and contact with them is absolutely proscribed. The [[Asavean Archipelago|Asaveans]] call them &#039;&#039;comduas caras&#039;&#039; or &amp;quot;with two faces&amp;quot;, referring both to their multiple features and their manipulative nature. Unlike the Sumaah the Asaveans consider Mazen to be largely harmless; indeed in some places they are viewed as a minor god of trickery and ambition, and offerings are burnt before statues of the creature. The [[Principalities of Jarm|Jarmish]] have a number of names for Mazen, the most prevalent of which is &#039;&#039;Lutkar&#039;&#039;. While some magician princes are known to make bargains with Lutkar to gain power, doing so is often seen as an act of foolishness or desperation.&lt;br /&gt;
&lt;br /&gt;
A few old League plays feature Mazen, usually as a gently comic figure who helps both villain and hero at different points in the story. There are persistent rumours that one of the thousands of theatrical masks in the Facio Hall of the Armetto Theatre in [[Sarvos]] is Mazen’s, but if this is true, nobody has found it.&lt;br /&gt;
&amp;lt;ic&amp;gt;When you know what someone believes you know who they are, and how to move them.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Mazen of the Many Faces is an Autumn Eternal of uncertain form. While other Autumn eternals generally appear to be horned humanoids, Mazen usually appears as the &#039;Lord of the Masks&#039;; an inhuman creature with a head comprising at least four masks or faces, each of which speaks with its own voice, and with a varying number of limbs. In this form they tend to dress garishly, forsaking the understated elegance of [[Callidus]] and the classier denizens of the Labyrinth in favour of displaying their wealth. This form tends to seat themselves on a high throne, so that they speak down to their mortal visitors.&lt;br /&gt;
&lt;br /&gt;
While this is their common form, they have been encountered in a variety of other guises. On occasion they appear as &#039;&#039;the Chorus&#039;&#039; - a collection of their Heralds speaking with the same voice; or as &#039;&#039;the Gallery of Masks&#039;&#039; - a room full of framed masks which glow with an eerie light and speak with many voices.&lt;br /&gt;
&lt;br /&gt;
They refer to themself using plural pronouns, and eschew any particular gender.&lt;br /&gt;
&lt;br /&gt;
There is a great deal of speculation among Imperial magicians as to the nature of Mazen. Their masks are clearly not actual faces; they have been known to remove them to hand out as boons. On occasions, magicians treating with Mazen have reported that upon removing one mask, another was present beneath it, as if the Eternal had no true face. Others have pointed to the fact that the many forms Mazen takes are at odds with the traditional appearance of Autumn eternals as horned humanoids - they speculate that &#039;&#039;nobody&#039;&#039; has ever met the real Mazen, assuming it even exists. Rather, they suggest that &#039;&#039;all&#039;&#039; the multifarious shapes Mazen takes are masks, presumably constructed through the cunning artifice of the creature itself or perhaps by the Eternal [[Estavus]] given their tendency to include metallic substances. Indeed Daniella Vassa di Sarvos at her trial put forward the supposition that Mazen is in fact a constructed being, perhaps made by Estavus, who freed themself and now pursues their own agenda - while this seems unlikely it goes some way towards explaining the slightly alien and unpredictable nature of the Many-Masked.&lt;br /&gt;
&amp;lt;ic&amp;gt;Just because something isn&#039;t a lie does not mean that it isn&#039;t deceptive. A liar knows that he is a liar, but one who speaks mere portions of truth in order to deceive is an artificer of outcomes.&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Masks1.jpg|title=Manipulation is the key to power|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
===Concerns===&lt;br /&gt;
Mazen appears less interested in advancing their own power than in encouraging others to do pursue their own goals. They generally encourage mortals to use any tool at their disposal to advance their agenda; subtle action; misdirection; conspiracy; naked power grabs; the use of lies, deception and misdirection; accusations against political rivals; blackmail, bribery and threats; using dupes, pawns and patsies; and the manipulation of sentiment, pride and perceived bonds of loyalty or obligation. To Mazen, power over others is an end in itself, and there is no method too unethical or immoral to achieve that end.&lt;br /&gt;
&lt;br /&gt;
Mazen &#039;&#039;claims&#039;&#039; to be interested in what will motivate mortals to put aside their squabbles and work together. They &#039;&#039;claim&#039;&#039; that their shape is a metaphor for a nation or other great body of people: greater than the sum of its parts, yet still formed of every individual therein. In an [[address]] before the [[Imperial Conclave]] in 286YE their Herald [[#Jannam|Jannam]] argued that Mazen could make a powerful ally for those in positions of power, especially a great unifying figure prepared to do their work. In passionate rebuttal Nero of the Dreaming Spires - then [[Grandmaster]] of the [[Celestial Arch]] - reminded everyone that Mazen was an Eternal of Autumn; that their words were not to be trusted; and that they had no interest in the glory of empires, but the glory of Empresses. Mazen&#039;s petition for [[Amity and Enmity|Amity]] was defeated by a narrow margin.&lt;br /&gt;
&lt;br /&gt;
Mazen&#039;s expression of interest in mortal [[pride]], [[loyalty]] and co-operation is generally seen as a slightly unconvincing veneer over a deep-seated fascination with silver-tongued manipulators who use these sentiments to control others. They enjoy the antics of ruthless politicians, corrupt leaders and vicious warriors alike - as long as they are charismatic or cunning enough to build up a following; but they reserves a special place in their &#039;heart&#039; for the artist of the long-con. Mazen is always interested in aiding a truly spectacular con, and the more convoluted the hustle, the better. Confidence tricksters are cautioned that Mazen is equally happy with a trick that ends in spectacular failure as they are with one that ends in spectacular success; it is the spectacle in which Mazen revels.&lt;br /&gt;
&lt;br /&gt;
The most famous recent example of Mazen&#039;s patronage was that of Daniella Vassa di Sarvos, a corrupt [[Master of the Imperial Mint]] in the reign of [[Emperor Barabbas]]. A razor-sharp long-con artist, she convinced many of her victims that she was their friend and ally and that she would use her influence and resources to aid their cause. So thoroughly were many of her victims gulled that they defended her vehemently at her eventual trial, even inventing elaborate theories to account for the evidence against her. Mazen sent Heralds to her funeral, and occasionally refers to her in tones of apparent fondness.&lt;br /&gt;
&lt;br /&gt;
Mazen regularly expresses the opinion that they are the greatest of all Autumn eternals. They consider themself wiser than [[Basileus Kade]], whom mortals fear; more subtle than [[Callidus]], who invokes naked greed; wealthier than [[Estavus]] who wastes her time on creation when she would be better served to control creation. Those who follow such paths, they claim, will find themselves easily betrayed, manipulated or used as tools to advance the agenda of another. The [[The Brass Coast|Freeborn]] scholar Serval i Riqueza, when opposing the suggestion that the [[Unfettered Mind]] support the development of a ritual to allow trade with Mazen, pointed out that Mazen is quite clearly much less powerful than the Eternals it claims to despise - &amp;quot;&#039;&#039;Perhaps,&#039;&#039;&amp;quot; he said &amp;quot;&#039;&#039;It still hasn&#039;t had its chance to betray them?&#039;&#039;&amp;quot; Indeed, while they are often contemptuous of the Lord of Locks and the others, they seem to have little problem co-operating with them.&lt;br /&gt;
&lt;br /&gt;
Beyond the drive to manipulate and gain power, Mazen is also fascinated with questions of identity. On occasion they have claimed that knowing someone else is the first step toward binding them to your cause. They warn against expressing one&#039;s true identity to others, who might be able to find weaknesses to exploit; whenever they offer patronage they recommend concealment and misdirection. Some scholars have suggested that Mazen is trapped in a quest to uncover their own identity - that they lack some fundamental self-knowledge that mortals take for granted. Given they are said to express an irrational dislike of mirrors, there may be some truth in this theory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Truth; hear it at all times but speak it only when it does not matter.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
Mazen of the Many Faces is fond of magicians, claiming that (in their experience) they are the best-placed to control others. Their boons often come in the form of masks which grant powers to their wielders - ritual power, knowledge of ritual magic and potent auras similar to those created through [[Religious_skills#Hallow|hallowing]] are all common boons. &lt;br /&gt;
&lt;br /&gt;
They also have a soft-spot for priests of all faiths and religions, sometimes opining that priests are the most effective wielders of sentiment and the best exploiters of weakness in the mortal world. They offer boons appropriate to the faith of the priest - and while the faithful tend to view Mazen&#039;s interest as suspicious, those more interested in political power than the spiritual well-being of others are quick to accept. When dealing with priests of [[The Way]], Mazen is known to make gifts that enhance the [[Mantle of the Golden Orator]] as well as objects that increase the ability of the wielder to employ [[Religious skills]]. The latter has raised some eyebrows in the [[Imperial Synod]] and questions about where Mazen acquires these talismans have never been satisfactorily answered.&lt;br /&gt;
&lt;br /&gt;
Mazen never gives a boon of power directly to a mortal; the boons it offers are always physical objects, and invariably require bonding. Mazen appears to find it appealing that any gift of patronage or power they give can be stolen, traded, given, taken, lost or found.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Control another&#039;s actions and you must forever watch your back; control another&#039;s heart and they will watch it for you.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jannam===&lt;br /&gt;
It is not clear whether Mazen of the Many Faces has many Heralds or only one. When its Heralds appear, they tend to be stone-faced or stone-masked creatures, dressed in a variety of costumes and with a variety of personalities – yet they all claim to be called Jannam, and to be the same entity. Stories from Asavea, Jarm and Sumaah alike all agree that this entity pursues Mazen&#039;s goals all over the mortal world. &lt;br /&gt;
&lt;br /&gt;
As with Mazen itself, this appearance is very different to the usual appearance of Autumn Heralds - speculation suggests they are &amp;quot;made things&amp;quot; rather than living creatures. Darker theories suggest that it is the masks that are Mazen&#039;s heralds, and that the bodies that wear them are somehow enslaved or subordinate to the mask&lt;br /&gt;
&lt;br /&gt;
Mazen &#039;&#039;appears&#039;&#039; to give Jannam free rein, apparently confident that they cannot be betrayed or outwitted. &lt;br /&gt;
&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Last_Breath_Echoes&amp;diff=25296</id>
		<title>Last Breath Echoes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Last_Breath_Echoes&amp;diff=25296"/>
		<updated>2014-05-06T16:43:24Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Description */ Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|20}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}} The target character must be [[Combat#Terminal|terminal]].&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
This ritual targets a &#039;&#039;willing&#039;&#039; [[Combat#Terminal|terminal]] character, who always dies at the end of the ritual. &lt;br /&gt;
&lt;br /&gt;
The enchantment restores the target to a semblance of health for a short period of time. It has the following effects:&lt;br /&gt;
* The target is restored to full hits and regains all [[Heroic skills#Hero points|hero points]] and personal mana.&lt;br /&gt;
* They are no longer dying, and may use all their abilities as if they were still alive, with the exception of [[Heroic skills#Unstoppable|unstoppable]] and [[Combat skills#Fortitude|fortitude]].&lt;br /&gt;
* The lingering effects of fatal poisons are removed when this ritual is completed; all other conditions must be dealt with as normal, either before or after the ritual is performed.&lt;br /&gt;
* They experience a powerful [[roleplaying effect]]; they are imminently aware of their coming demise, and that time is slipping away from them - if they want to achieve anything they must act &#039;&#039;now&#039;&#039;.&lt;br /&gt;
*  When reduced to 0 hits; with 5 seconds of appropriate roleplaying; if the [[enchantment]] is removed; or after ten minutes in any event, the character dies permanently.&lt;br /&gt;
* When the ritual ends, the character is dead and their spirit cannot be contacted with either [[Spell list#Voice for the Dead|Voice for the dead]] nor called back with [[Whispers through the Black Gate]].&lt;br /&gt;
&lt;br /&gt;
A character cannot ever be targeted by &#039;&#039;Last Breath Echoes&#039;&#039; more than once.&lt;br /&gt;
&lt;br /&gt;
This enchantment &#039;&#039;cannot&#039;&#039; be made permanent with [[Materials#Ilium|ilium]].&lt;br /&gt;
&lt;br /&gt;
===OOC Elements===&lt;br /&gt;
Nothing can prevent the final demise of the character once this ritual is performed on them; they will be dead in at most ten minutes. In case of any conflict, this rule takes precedence; the ritual does not &#039;cure&#039; the [[Combat#Terminal|terminal]] state it simply allows a dead character a chance to go out &#039;with a bang&#039;. A referee will be very strict with the duration of this ritual. &lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This ritual allows a mortally injured or dying character a few short minutes of activity before they are claimed by death. It has been used several times at key moments in the past. While the ritual is dangerous, those who have taken the opportunity it provides are remembered as some of the great heroes and heroines of the Empire.&lt;br /&gt;
&lt;br /&gt;
 When the heart of the [[Wintermark|Winterfolk]] champion Firlag Firblagshall burst shortly before a vital battle against the [[Jotun]], his wife lead the [[Groups#Covens|coven]] who enacted &#039;&#039;Last Breath Echo&#039;&#039; on her beloved husband, not only allowing him to lead his troops in one final charge but ensuring his death in battle fighting valiantly against the enemy chieftain. When the [[The League|League]] senator Riem d&#039;Tassato was fatally poisoned by his ruined rival, he used the time granted by this ritual not to denounce his enemy, nor to seek revenge, but to make a keynote speech to the [[Imperial Senate]], dying immediately after the succesful outcome of the vote was announced. When the [[Earl|enchanter]] Rose de Javier was savagely beaten by the troll-mage of Wierwater, this ritual allowed her to recover for long enough to lead the [[Wind of Mundane Silence]] that sealed that monstrous beast forever within it&#039;s own twisted castle-maze.&lt;br /&gt;
&lt;br /&gt;
However ,serious questions exist around what happens to the spirit of the target character at the end of the ritual; necomancy cannot contact that spirit, and neither [[Spell list#Voice for the Dead|voice for the dead]] nor [[Whispers through the Black Gate]] appear to work on the dead person. To date, no past-life vision has involved a character who has reliably been known to have ritual performed on them - this is not taken as conclusive proof that this ritual damages the soul; as Clavicus of Sunspire pointed out, the sample sizes are too small to draw a definitive conclusion. Still, these circumstances have fueled concern that the ritual permanently damages the soul in a profound way.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The ritual often takes the form of a funeral for the target. The importance of their last ten minutes is stressed, and symbols of passing time such as hourglasses are commonly used. The target is often anointed with water or oil, and often drinks a draught of fresh water or infused [[Marrowort]]. Their reflection may be caught for a moment in a mirror - the idea being that the reflection represents their death and is delayed for a short time. The runes [[Verys]], [[Evrom]], [[Yoorn]] or [[Lann]].might all be used, as might the character of [[The Bishop]] or the constealltions of [[The Lock]] and [[The Door]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- league  flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Election_schedule&amp;diff=24377</id>
		<title>Election schedule</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Election_schedule&amp;diff=24377"/>
		<updated>2014-04-15T07:38:20Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Summer Solstice */ - fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Imperial Titles]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Most Imperial positions are elected yearly on a rolling schedule, for instance if a nation has three senators they will each be elected in a different season.&lt;br /&gt;
&lt;br /&gt;
An individual may only hold one Imperial Title at a time.&lt;br /&gt;
&lt;br /&gt;
==[[Imperial Senate|Senators]]==&lt;br /&gt;
&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
*[[The Brass Coast]] : Senator for [[Feroz]]&lt;br /&gt;
*[[Dawn]] : Senator for [[Weirwater]]&lt;br /&gt;
*[[Highguard]] : Senator for [[Bastion]]&lt;br /&gt;
*[[The League]] : Senator for [[Sarvos]]&lt;br /&gt;
*[[The Marches]] : Senator for [[Mitwold]]&lt;br /&gt;
*[[Navarr]] : Senator for [[Miaren]]&lt;br /&gt;
*[[Urizen]] : Senator for [[Redoubt]]&lt;br /&gt;
*[[Varushka]] : Senator for [[Karov]]&lt;br /&gt;
*[[Wintermark]] : Senator for [[Sermersuaq]]&lt;br /&gt;
&lt;br /&gt;
===Autumn Equinox===&lt;br /&gt;
*[[The Brass Coast]] : Senator for [[Kahraman]]&lt;br /&gt;
*[[Dawn]] : Senator for [[Semmerholm]]&lt;br /&gt;
*[[Highguard]] : Senator for [[Casinea]]&lt;br /&gt;
*[[The League]] : Senator for [[Tassato]]&lt;br /&gt;
*[[The Marches]] : Senator for [[Upwold]]&lt;br /&gt;
*[[Navarr]] : Senator for [[Therunin]]&lt;br /&gt;
*[[Urizen]] : Senator for [[Morrow]]&lt;br /&gt;
*[[Varushka]] : Senator for [[Volodmartz]]&lt;br /&gt;
*[[Wintermark]] : Senator for [[Hahnmark]]&lt;br /&gt;
&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
*[[The Brass Coast]] : Senator for [[Madruga]]&lt;br /&gt;
*[[Dawn]] : Senator for [[Astolat]]&lt;br /&gt;
*[[Highguard]] : Senator for [[Necropolis]]&lt;br /&gt;
*[[The League]] : Senator for [[Temeschwar]]&lt;br /&gt;
*[[The Marches]] : Senator for [[Bregasland]]&lt;br /&gt;
*[[Navarr]] : Senator for [[Hercynia]]&lt;br /&gt;
*[[Urizen]] : Senator for [[Zenith]]&lt;br /&gt;
*[[Varushka]] : Senator for [[Miekarova]]&lt;br /&gt;
*[[Wintermark]] : Senator for [[Kallavesa]]&lt;br /&gt;
&lt;br /&gt;
==[[Imperial Military Council|Generals]]==&lt;br /&gt;
&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
[[Warmage]]&lt;br /&gt;
&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
*[[The Brass Coast]] : General for [[The Brass Coast military concerns#The Red Wind Corsairs|Red Wind Corsairs]]&lt;br /&gt;
*[[Dawn]] : General for [[Dawn military concerns#The Golden Sun|Golden Sun]]&lt;br /&gt;
*[[Highguard]] : General for [[Highguard military concerns#Granite Pillar|Granite Pillar]]&lt;br /&gt;
*[[Imperial Orcs]] : General for [[Imperial Orcs territories#The Summer Storm|Summer Storm]]&lt;br /&gt;
*[[The Marches]] : General for [[The Marches military concerns#The Drakes|The Drakes]]&lt;br /&gt;
*[[Navarr]] : General for [[Navarr military concerns#The Black Thorns|Black Thorns]]&lt;br /&gt;
*[[Urizen]] : General for [[Urizen military concerns#The Army of the Citadel|Army of the Citadel]]&lt;br /&gt;
*[[Varushka]] : General for [[Varushka military concerns#The Army of the Northern Eagle|Army of the Northern Eagle]]&lt;br /&gt;
*[[Wintermark]] : General for [[Wintermark military concerns#The Fist of the Mountain|Fist of the Mountain]]&lt;br /&gt;
&lt;br /&gt;
===Autumn Equinox===&lt;br /&gt;
*[[The Brass Coast]] : General for [[The Brass Coast military concerns#The Fire of the South|Fire of the South]]&lt;br /&gt;
*[[Dawn]] : General for [[Dawn military concerns#The Eastern Sky|Eastern Sky]]&lt;br /&gt;
*[[Highguard]] : General for [[Highguard military concerns#Seventh Wave|Seventh Wave]]&lt;br /&gt;
*[[The League]] : General for [[The League military concerns#The Wolves of War|Wolves of War]]&lt;br /&gt;
*[[The Marches]] : General for [[The Marches military concerns#Bounders|bounders]]&lt;br /&gt;
*[[Navarr]] : General for [[Navarr military concerns#The Quiet Step|Quiet step]]&lt;br /&gt;
&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
*[[Dawn]] : General for  [[Dawn military concerns#The Hounds of Glory|Hounds of Glory]]&lt;br /&gt;
*[[Imperial Orcs]] : General for [[Imperial Orcs territories#The Winter Sun|Winter Sun]]&lt;br /&gt;
*[[The Marches]] : General for [[The Marches military concerns#The Strong Reeds|Strong Reeds]]&lt;br /&gt;
*[[Varushka]] : General for [[Varushka military concerns#The Army of the Golden Axe|Army of the Golden Axe]]&lt;br /&gt;
*[[Wintermark]] : General for [[Wintermark military concerns#The Green Shield Army|Green Shield Army]]&lt;br /&gt;
&lt;br /&gt;
==Cardinals and Gatekeepers==&lt;br /&gt;
&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
*Cardinal of Ambition&lt;br /&gt;
*Cardinal of Vigilance &lt;br /&gt;
&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
*Cardinal of Courage  &lt;br /&gt;
*Cardinal of Wisdom&lt;br /&gt;
&lt;br /&gt;
===Autumn Equinox===&lt;br /&gt;
*Cardinal of Loyalty &lt;br /&gt;
*Cardinal of Pride &lt;br /&gt;
&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
*Cardinal of The Way&lt;br /&gt;
*Cardinal of Prosperity &lt;br /&gt;
All Cardinals excluding the Assembly of The Way - has the right to appoint a member of their assembly as gatekeeper. &lt;br /&gt;
&lt;br /&gt;
===[[Conscience of the Senate]]===&lt;br /&gt;
&lt;br /&gt;
Appointed by the Cardinal of The Way.&lt;br /&gt;
&lt;br /&gt;
The conscience may hold the seat for no longer than a year, or until there is a new cardinal of the Way is appointed and chooses to name a replacement.&lt;br /&gt;
&lt;br /&gt;
==[[Imperial_Conclave|Conclave]]==&lt;br /&gt;
&lt;br /&gt;
===[[Archmage]]===&lt;br /&gt;
The appointment, replacement or removal of an Archmage is made by the [[Conclave session#Declaration of Candidacy|declaration of candidacy]] &lt;br /&gt;
The archmage serves until another magician takes the title, or another archmage is appointed in the Conclave.&lt;br /&gt;
&lt;br /&gt;
===[[Dean_of_the_Lyceum|Dean of the Lyceum]]===&lt;br /&gt;
The appointment, replacement or removal of the Dean is made by the [[Conclave session#Declaration of Candidacy|declaration of candidacy]] &lt;br /&gt;
The Dean serves until another magician takes the title, or anotherDean is appointed in the Conclave.&lt;br /&gt;
&lt;br /&gt;
===[[Grandmaster|Grandmasters]]===&lt;br /&gt;
A grandmaster serves for a year, until a [[Declaration#Declaration of Balance|Declaration]] forces their re-election, or until they die or step down. The schedule for annual re-election is:&lt;br /&gt;
&lt;br /&gt;
* Spring - [[Golden Pyramid]] and [[Sevenfold Path]]&lt;br /&gt;
* Summer - [[Unfettered Mind]] &lt;br /&gt;
* Autumn -  [[Shuttered Lantern]]&lt;br /&gt;
* Winter - [[Celestial Arch]] and [[Rod and Shield]]&lt;br /&gt;
&lt;br /&gt;
==[[Imperial_Bourse| Bourse positions]]==&lt;br /&gt;
&lt;br /&gt;
Due to the economic upset following Britta&#039;s death all Bourse positions were elected at the Winter summit of 376 and will serve till Winter 377.&lt;br /&gt;
&lt;br /&gt;
==Other Imperial Titles==&lt;br /&gt;
&lt;br /&gt;
There are a few Imperial titles which do not fir the categories above.&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=War&amp;diff=24375</id>
		<title>War</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=War&amp;diff=24375"/>
		<updated>2014-04-14T22:49:17Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Movement */ - except, like, the other thing :-)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The generals of the [[Imperial Military Council]] oversee the military campaigns on behalf of the Empire. Working with the [[Game_overview#The_Civil_Service_and_magistrates |Civil Service]] they give orders to the [[Imperial armies]] for the months between events to direct the ongoing military campaigns against the enemies of the Empire.&lt;br /&gt;
&lt;br /&gt;
All military campaigns take place in a territory when either one of the opposing sides attacks. The campaign inflicts [[casualties]] on both sides as the armies fight to defeat each other and claim control of one or more regions in the [[territory]]. Imperial Generals must decide which territory to move the army they are responsible to - this determines what campaign (if any) the army will participate in.&lt;br /&gt;
&lt;br /&gt;
Generals issue a single set of orders to determine the strategy their army will pursue as part of the campaign they are involved with. The description of the outcome of a campaign reflects the orders provided by the generals on both sides. The orders create a narrative for the campaign; they communicate the aims of the Imperial armies and shape the results of success (or failure) at each stage of the campaign.&lt;br /&gt;
&lt;br /&gt;
==Philosophy==&lt;br /&gt;
We have an extremely simple system to determine which side is winning in a campaign. This system is a crude mathematical framework - it is not intended for use by players when they are roleplaying and there is no need for most players to understand it. It&#039;s primary purpose is to give us a mechanism to calculate the scale of the victory achieved by the winning side that is simple, easy to calculate and can be consistent from campaign to campaign, year to year. We present the basics here so that those players who are interested can read them and have confidence that PD are being as fair as is possible in determining the outcomes of different campaigns.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
If any army from two or more opposing sides in the same territory issues orders to attack, then a military campaign takes place there. A campaign is &#039;&#039;not&#039;&#039; a &amp;quot;battle&amp;quot;, a campaign is a prolonged period of warfare that takes place over the whole territory in the three months between events.&lt;br /&gt;
&lt;br /&gt;
The Campaign will normally incorporate every army present in a territory. Armies may be spread throughout a territory, or concentrated on defending one region, but they are all assumed to act in concert, so the total strength of all forces is compared to determine the outcome, regardless of the distribution. &lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
Each general can issue a single set of orders for the army they control. The orders should be broad, descriptive strategic goals based on the distribution of forces in a territory, the local geography. They represent the plan of what the general would like the army to achieve over the next three months.&lt;br /&gt;
&lt;br /&gt;
E.g. The Dawn general of The Hounds of Glory may issue orders for his soldiers to advance without concern for casualties with the goal of smashing through the Druj lines to join up with the Imperial forces defending the fortifications at the city of Holberg.&lt;br /&gt;
&lt;br /&gt;
Orders should focus on &#039;&#039;what&#039;&#039; the general wants their army to achieve rather than &#039;&#039;how&#039;&#039; they do it. An Imperial army fights to the best of it&#039;s ability, the civil service control military logistics and supply lines and the Empire has battlefield captains and commanders who are well versed in tactics. The orders issued by the generals at the Military Council at Anvil determine the overall actions of their army in the field over the next three months; there is no option to submit specific tactics or arrangements of troops. The place for complex battlefield plans is during the events, where player characters fight barbarian enemies. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;type&#039;&#039; of orders that a general can give fall into six categories - three for attacking and three for defending, based on how aggressive or cautious the general wishes their army to be. The text for the orders is important - we use it to determine the narrative of the campaign outcome - but the &#039;&#039;mathematical&#039;&#039; results are calculated based purely on the type of order that was submitted.&lt;br /&gt;
&lt;br /&gt;
There is no &amp;quot;move order&amp;quot; for an army, even if an army moves to the centre of the Empire to resupply, it is assumed that it would defend the territory it has moved to if that territory were attacked.&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
All of these orders will always cause a military campaign to be initiated in the territory if there is an opposing force present. &lt;br /&gt;
====Cautious Advance====&lt;br /&gt;
A general may be keen to scout out a territory to identify enemy forces, or simply wish to make a probing attack to initiate a campaign. A cautious assault can also be useful to disrupt enemy supplies lines and prevent the enemy from resupplying. Cautious assaults are less effective at claiming territory - the attackers are less able to overcome the defenders and drive them back - but casualties suffered will be lower. Urizen and Freeborn armies favour this strategy as it provides the most certain ways to identify the strength of the enemy position.&lt;br /&gt;
&lt;br /&gt;
====Balanced Attack====&lt;br /&gt;
This is the standard order issued by Imperial generals who wish to engage the enemy forces in a territory. A standard attack involves assaulting the enemy positions but seeks weak points in the enemy lines rather than attempting to smash through strong positions. Highguard armies favour this strategy believing that the natural efficiency best serves the manifest destiny of the Empire.&lt;br /&gt;
&lt;br /&gt;
====Overwhelming Assault====&lt;br /&gt;
A general who seeks victory at any price can order an overwhelming assault. The army will spend the season seeking out the strongest enemy troops and attempting to smash through their positions. This kind of attack is dangerous - casualties will be higher than normal - but the army will gain more ground during that season. Wintermark and Dawnish armies favour this strategy as it provides many opportunities for [[glory]] and [[heroism]].&lt;br /&gt;
&lt;br /&gt;
===Defending===&lt;br /&gt;
Armies on defend are seeking to hold their position and fight off any attackers they encounter. If all armies in a territory have orders to defend the regions they control, then no campaign takes place and the side that controls the territory will be able to resupply their forces.&lt;br /&gt;
&lt;br /&gt;
Defenders take less casualties than attackers, all other factors being equal, a small natural advantage that favours the defender.&lt;br /&gt;
&lt;br /&gt;
====Give Ground====&lt;br /&gt;
A general that wants his army to carry out a fighting retreat can issue orders to give ground. The army will avoid major engagements, while still attempting to slow the enemy advance using ambushes and the like. An army that is giving ground is much less effective at holding the territory against an attacker, but will see their casualties reduced accordingly. Navarr and Varushkan armies are both fond of this strategy. The Navarr consider it an effective way to bleed an enemy as they advance into a trap, while in Varushka the land itself can soon become the enemy of an unwary attacker.&lt;br /&gt;
&lt;br /&gt;
====Solid Defence====&lt;br /&gt;
An army that attempts the solid defence of a region will seek to make best use of the terrain to bring the enemy to battle in a way that favours the defender. Casualties suffered are less than if the army simply attacks, even though an enemy army that attacks is just as likely to be rebuffed. The League traditionally favours a solid defence believing that the fortifications at Holberg have proven the advantage of this strategy over many years.&lt;br /&gt;
&lt;br /&gt;
====Heroic Stand====&lt;br /&gt;
An army that commits to a heroic stand will not initiate a military campaign - but they will make the enemy pay for every inch of ground they take. The army will take every opportunity to engage with the enemy side, they won&#039;t fight to the last man, but they will fight on even until the cause is utterly hopeless. Marcher armies favour this strategy, their natural belligerence makes them loathe to leave any battlefield while the chance of victory remains.&lt;br /&gt;
&lt;br /&gt;
==Outcome==&lt;br /&gt;
The outcome of a campaign is found by comparing the total army strengths of both sides in the territory. Even though individual armies are given specific orders, the outcome of the entire campaign as a whole is determined by all the armies on both sides. The side with the higher effective army strength wins, gaining ground in the territory as a result.&lt;br /&gt;
&lt;br /&gt;
The scale of the victory and the number of casualties each side suffers is determined by the opposing army strength. The nature of any victory and the allocation of casualties is based on the orders submitted by the generals on both sides.&lt;br /&gt;
&lt;br /&gt;
The initial outcome is contingent on the comparison of the relative army strengths of the two sides - the greater the difference between the two army sizes, the more effective the victorious side has been. This outcome is then significantly affected by the battles and skirmishes linked to that military campaign that take place at the following event.&lt;br /&gt;
&lt;br /&gt;
===Victory===&lt;br /&gt;
The total army strength of each side present in a territory is calculated and compared. The side with the largest army strength is considered to be winning and generates a number of victory points &#039;&#039;for that side&#039;&#039;. These &#039;&#039;points&#039;&#039; correspond directly to control of land in the territory - every ten victory points accrued means the victors gain control of a region. Points left over are applied to the next most appropriate region - but the only game effect is that less &#039;&#039;points&#039;&#039; are required to conquer the region next season.&lt;br /&gt;
&lt;br /&gt;
E.g. The Imperial forces have three armies present, a total army strength of 10,000, while the Druj forces in the territory have a total army strength of 22,000. The Druj force is stronger - so they are winning the campaign. The margin is 12,000 - accruing 12 victory points for the Druj. These victory points are expended to gain control of a region (10 points) and make a partial capture of another region (2 points). &lt;br /&gt;
&lt;br /&gt;
The fighting strength of each army is modified by the orders issued by each general.&lt;br /&gt;
&lt;br /&gt;
===Attacking Unopposed===&lt;br /&gt;
Armies that attack a territory that contains no defenders are considered to be attacking unopposed. They do not take any casualties and receive a significant bonus to the attempts to conquer regions in the territory. A single fortification in a territory is sufficient to negate this advantage.&lt;br /&gt;
&lt;br /&gt;
===Creating a Beachhead===&lt;br /&gt;
It is much more difficult to claim a region in a territory where your side does not already control a region. This is one of the reasons the Empire and barbarians alike take pains to conquer an entire territory rather than permit their enemies to keep control of some of the land.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Generals may issue orders to attack or defend a territory other than the one their army is in. To keep things as simple as possible, an army is assumed to move to any territory that the general issues orders to attack or defend before any fighting takes place. In effect an army can slip away at the start of a season before the campaign begins.&lt;br /&gt;
&lt;br /&gt;
Most Imperial armies can move through three territories in a season (for example, an army in [[Bregasland]] may be ordered to defend Hercynia - it will pass through [[Kallavesa]] and [[Hahnmark]] before reaching [[Hercynia]] where it will join any campaign that takes place. However an army cannot pass through a territory it does not control - it will automatically stop and engage any enemy forces present if it enters a hostile territory - one that is controlled by an enemy power.&lt;br /&gt;
&lt;br /&gt;
A [[Military keywords#Fast|fast]] army can move up to five territories each season, but must still stop when it enters a territory that is controlled by an enemy.&lt;br /&gt;
&lt;br /&gt;
Note that the elite [[military unit]] resources controlled by players do not move like this. Military units can cross the entire Empire swiftly and quickly - so they can be freely assigned to an Imperial army, or sent to raid a neighbouring nation.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
* &#039;&#039;&#039;At the beginning of an event&#039;&#039;&#039; the Generals are briefed on the current status of the campaigns and what will happen if things continue as they currently are. They are also presented with a number of &#039;&#039;opportunities&#039;&#039; to intervene – these are often battles or skirmishes, but sometimes more complex opportunities present themselves (for example, the civil service might have identified that collecting a hundred doses of [[bladeroot]] will give a significant edge to Impeiral troops pinned down by [[Druj]] forces).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;During the event&#039;&#039;&#039; The player characters take actions that affect the final outcomes of the current engagements. Characters might use their abilities directly (engaging in a battle or skirmish, using a ritual to curse a region or destroy a key fortification) or more indirectly (gathering information about the orc orders, delivering vital supplies to a beleaguered group of scouts).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Toward the end of the event&#039;&#039;&#039; The generals are briefed with regard to how the actions of the player characters (especially battles and skirmishes) have changed the situation since the start of the event, if at all. The generals then give orders for their armies over the coming months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;After the event&#039;&#039;&#039; orders are processed simultaneously. The results of those orders play out over the next few months of game time, until the start of the next event. During this period, casualties are assessed, and the results of victory and defeat are calculated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Just before the next event&#039;&#039;&#039; the barbarian armies (controlled by plot) are given their orders, based on the probable outcomes of the various campaigns. These orders usually will not significantly change as a result of the event - the most likely exception would be if the Imperials take an action that they know will alter the barbarian battle plan in advance. An obvious example might be the battle in the territory of [[Volodmartz]], the successful resolution of which prevented a [[Thule]] army moving into the territory by removing the beachhead they were trying to establish. Instead, the barbarian army remained in [[Otkodov]], unable to follow through on the orders it was given.&lt;br /&gt;
&lt;br /&gt;
==Battles and Skirmishes==&lt;br /&gt;
At the Equinox and the Solstice, the opportunity exists to intervene in a military campaign and influence the outcome. [[The Sentinel Gate]] allows bands of Imperial heroes to travel instantly to key locations and turn the tide of a campaign. The civil service prepare briefings for opportunities that they judge will make a difference to the ongoing military campaigns, and present them to the military council. &lt;br /&gt;
&lt;br /&gt;
[[Battles]] and skirmishes can have any number of outcomes, but a common result might be to improve the outcome of a campaign to help complete a specific campaign goal, or to achieve specific goals in that territory. For example, eliminating a specific barbarian command group might spread confusion among the enemy during the coming season increasing their casualties, or it might prevent predicted casualties to the Imperial armies engaged in that territory. Destroying a key bridge might mean that the predicted casualties to a retreating Imperial army are actually much lower, or cut off a barbarian army from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Even a small number of player characters might influence the outcome of a campaign during an event. A small band of scouts who penetrate a barbarian-held wood to assassinate a [[Druj]] messenger and steal the orders she carries could give a significant bonus to the campaign goal of trapping or out-manoeuvring the barbarian forces in that territory. Providing an army fighting in filthy, disease-infested marshes with valuable supplies of [[Imperial Roseweald]] might significantly reduce the casualties that army will suffer.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial armies]]&lt;br /&gt;
* [[Casualties]]&lt;br /&gt;
* [[Territory]]&lt;br /&gt;
* [[Fortifications]]&lt;br /&gt;
* [[Keywords]]&lt;br /&gt;
* [[Military Council design|OOC Design]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Military Council]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=23730</id>
		<title>Wiki Updates</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=23730"/>
		<updated>2014-04-07T17:58:26Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Conclave Overhaul */ fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of significant updates to the wiki which we will try and keep as up to date as possible.  Hopefully this will be a more useful document than the recent changes page which lists every spelling correction and formatting change. &lt;br /&gt;
&lt;br /&gt;
By it&#039;s nature this page will be regularly updated so when you visit the wiki try checking here first. However please keep in mind this is a manually updated page so at times maybe a little behind the actual updates.&lt;br /&gt;
&lt;br /&gt;
===Conclave Update===&lt;br /&gt;
Players have asked us to provide an [[Conclave_design#A_WizardCivil_Servant_Did_It| IC explanation for the change in the Conclave rules]], rather than simply retcon it, so we have done as requested.&lt;br /&gt;
&lt;br /&gt;
==Winter 2014 Rules Update==&lt;br /&gt;
Over winter we carried out a review of the rules from the first year. As a result of that review we have changed a few rules. We are in the process of updating the wiki to reflect these [[Rules changes 2014|rules changes]]. We will continue to carry out reviews of rules each winter, but do not envisage making many other significant changes in the future.&lt;br /&gt;
&lt;br /&gt;
The rules update has been updated... please note that you need to have the relevant skill to participate in a ceremony as part of a sect.&lt;br /&gt;
&lt;br /&gt;
==Updates April 2014 ==&lt;br /&gt;
Finally wrote up [[Riddle Hides the Reward]].&lt;br /&gt;
&lt;br /&gt;
Clarified power of [[The Throne]] to ratify constitutional votes.&lt;br /&gt;
&lt;br /&gt;
Added [[Highguard_culture_and_customs#Day_of_the_Dead|details of a Highborn celebration]] to the Customs and Culture section of Highguard.&lt;br /&gt;
&lt;br /&gt;
===Conclave Overhaul===&lt;br /&gt;
A number of pages have been changed to reflect changes to the way the [[Imperial Conclave]] will function at future events. You can read about the changes in more detail [[Conclave_design|here]]&lt;br /&gt;
* Updated the [[Imperial Conclave]] page to lay out the new Conclave in more detail&lt;br /&gt;
* Created pages for the three principles of the Conclave [[Principle of Precedence]], [[Principle of Proportions]] and [[Principle of Presence]].&lt;br /&gt;
* Updated the [[Conclave order]] page with details of joining an order and the powers of membership.&lt;br /&gt;
* Updated the &#039;&#039;Membership of the Order&#039;&#039; section of each conclave order page, and included details of the base materials that go into their [[Conclave vault]] each season. The orders are [[Celestial Arch#Membership_of_the_Order|Celestial Arch]], [[Sevenfold Path#Membership_of_the_Order|Sevenfold Path]], [[Shuttered_Lantern#Membership_of_the_Order|Shuttered Lantern]], [[Rod and Shield#Membership_of_the_Order|Rod and Shield]], [[Golden Pyramid#Membership_of_the_Order|Golden Pyramid]] and [[Unfettered Mind#Membership_of_the_Order|Unfettered Mind]].&lt;br /&gt;
* Updated [[Spell_list#Detect_Magic|detect magic]] with regard to Arcane Mark.&lt;br /&gt;
* Updated Imperial title pages for [[Archmage]], [[Grandmaster]], [[Dean of the Lyceum]], [[Warmage]] and created a page for the [[Bursar of the Conclave]].&lt;br /&gt;
* Updated [[Conclave session]] and created pages explaining [[address]], [[declaration]], [[gambit]] and [[amity and emnity]]&lt;br /&gt;
* Included the ritual [[Arcane Mark]]&lt;br /&gt;
* Updated [[Powers of the Senate]] to reference creation and dissolution of Conclave order and to remove references to Imperial Lore.&lt;br /&gt;
&lt;br /&gt;
==Updates March 2014 ==&lt;br /&gt;
Ongoing changes to ritual text durations and targeting guidelines; most of these are just clarifications. Specific changes include:&lt;br /&gt;
* [[Rot&#039;s Rightful Claim]] is no longer an enchantment&lt;br /&gt;
* Added a section about ilium use to [[Mark of Ownership]]&lt;br /&gt;
* Added a section to [[Black Iron Blade]] allowing it&#039;s magnitude to be increased when cast on a single target to allow removal of protected bonds.&lt;br /&gt;
* [[Icy Maw Devours the Spark of Essence]], [[Naeve&#039;s Twisting Blight]], [[Winter&#039;s Ghosts]] and [[Drawing the Penumbral Veil]] now target a territory rather than a region&lt;br /&gt;
* [[Clarity of the Master Strategist]] now requires a Day regio to bring it into line with other campaign army rituals&lt;br /&gt;
* [[Transmogrification of the Soul&#039;s Echo]] is now clearer on who makes the changes - it is not a brainwashing ritual&lt;br /&gt;
&lt;br /&gt;
Sanctioned event guidelines have been updated to give advice on how to apply Profound Decisions [http://www.profounddecisions.co.uk/equalityanddiversity?1 equality and diversity] rules to your event.&lt;br /&gt;
&lt;br /&gt;
Tidied up information about several Bourse seats, and linked the physical locations of the seat resources to the territory sections.&lt;br /&gt;
&lt;br /&gt;
Clarified [[military unit#Downtime options|military unit]] downtime options relating to assigning to Imperial armies or special projects and the production from doing so.&lt;br /&gt;
&lt;br /&gt;
Overhauled and updated [[Skarsind]] page, with smaller updates elsewhere especially to [[Miekarova]] and [[Hercynia]] territory pages&lt;br /&gt;
&lt;br /&gt;
Overhauled and updated [[Reikos]] page, with smaller updates elsewhere&lt;br /&gt;
&lt;br /&gt;
Updated the [[Titles Autumn 377]] page to indicate who has what title as of the end of 2013&lt;br /&gt;
&lt;br /&gt;
Overhauled and updated [[Hercynia]] page, with smaller updates elsewhere&lt;br /&gt;
&lt;br /&gt;
Made some changes to [[spell list]] with reference to operate portal and detect magic&lt;br /&gt;
&lt;br /&gt;
Several changes to [[enchantment]] effects, as well as a slight change to the way an enchantment made permanent with [[Materials#Ilium|ilium]]can be removed &lt;br /&gt;
&lt;br /&gt;
Changed duration of [[Mark of Ownership]] to &amp;quot;as long as the item lasts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Minor updates===&lt;br /&gt;
Corrected an error where [[Enfeebling Echo]] was referred to as &#039;&#039;Hand of Time&#039;&#039; on the staffs category page, and corrected an error in the materials (it costs seven beggar&#039;s lye, not seven beggar&#039;s lye &#039;&#039;and&#039;&#039; seven green iron. Matt to change on database.&lt;br /&gt;
&lt;br /&gt;
Clarified the way that [[Witness]] works for priests in the Imperial Conclave.&lt;br /&gt;
&lt;br /&gt;
==Updates February 2014 ==&lt;br /&gt;
The senate powers to create [[new Imperial titles]] have been overhauled with additional content and clarification.&lt;br /&gt;
&lt;br /&gt;
Update about changing [[Resource_overview|resources]]&lt;br /&gt;
&lt;br /&gt;
LaTeX download added to [[Rune_Overview|runes]]&lt;br /&gt;
&lt;br /&gt;
Update to [[Spider&#039;s Tollkeep]] and [[Advisor on orc affairs]] to correct error in who can hold these titles; as National positions, they can be held only by characters from those nations.&lt;br /&gt;
&lt;br /&gt;
Slight change to [[Vallorn]] interconnectivity; Vallorn are not believed to be interconnected, allowing more plot options.&lt;br /&gt;
&lt;br /&gt;
Ongoing changes to ritual text durations and targetting guidelines; most of these are just clarifications. Specific changes include:&lt;br /&gt;
* [[Touch of Vile Humours]] has changed to bring it into line with the new rules on Day duration enchantments&lt;br /&gt;
* [[Forge the Wooden Fastness]], [[Frozen Citadel of Cathan Canae]] and similar rituals are undergoing a revision to bring them into line with out rules on [[fortifications]]. Watch this space.&lt;br /&gt;
&lt;br /&gt;
Changed the election process for [[Mercantile_investment#Keeper_of_the_Spice-Gardens|Keeper of the Spice Gardens]] has been adjusted to bring it into line with the section on the [[New_Imperial_titles#Appointment|appointment]] of titles; added a page about the Keeper title; made some edits to the [[Feroz#The_Spice-Gardens_of_Feroz|Feroz]] section about the gardens.&lt;br /&gt;
&lt;br /&gt;
Rules about what happens with personal resources in conquered territories added [[Resource_overview#Conquered_Territories|here]].&lt;br /&gt;
&lt;br /&gt;
Change to [[Orc#Rules|orc rules]] about liao and religious skills, to make the situation very clear&lt;br /&gt;
&lt;br /&gt;
Additional page [[Languages]] added to wiki&lt;br /&gt;
&lt;br /&gt;
Details of the Eternals [[Sung]] and [[Janon]] laid out.&lt;br /&gt;
&lt;br /&gt;
===Minor updates===&lt;br /&gt;
Recordings of songs added for Brass Coast (Lost Segura, Wagon Song, Without You) and Marches (Marcher Battle Song, Apple Wassail).&lt;br /&gt;
&lt;br /&gt;
An option to retire a character using [[Sift the Dreamscape&#039;s Sands]] added&lt;br /&gt;
&lt;br /&gt;
==Updates January 2014 ==&lt;br /&gt;
&lt;br /&gt;
More details added to the  [[Sanctioned_events|sanctioned events]] page including [[Sanctioned_event_rules|rules]]. &lt;br /&gt;
&lt;br /&gt;
The Play one, Crew one rule added to the [[Battles]] page&lt;br /&gt;
&lt;br /&gt;
[[Traders]] page updated&lt;br /&gt;
&lt;br /&gt;
[[Events]] page updated with details of 2014 events&lt;br /&gt;
&lt;br /&gt;
[[Facebook_%26_Forums|Facebook and Forums]] page with links for the various social media resources that exist for Empire.&lt;br /&gt;
&lt;br /&gt;
[[Profound_Decisions_management_team|PD management team ]] page updated to show Alison and Matt&#039;s current event roles.&lt;br /&gt;
&lt;br /&gt;
=== Minor additions ===&lt;br /&gt;
A new minor trapping added to the [[Naga]] page.&lt;br /&gt;
&lt;br /&gt;
New song &amp;quot;For Once I Was A Young Man&amp;quot; added to [[Highguard_music|Highguard music]]&lt;br /&gt;
&lt;br /&gt;
New costume diary added to [[Costume_advice|costume advice]] - high status Marchers doublet.&lt;br /&gt;
&lt;br /&gt;
==Updates after Event 4, Sept 2013 ==&lt;br /&gt;
&lt;br /&gt;
[[Synod Results, Autumn Summit, 377 YE]]&lt;br /&gt;
&lt;br /&gt;
==Updates between Event 3  and Event 4 2013 ==&lt;br /&gt;
All updates up to Event 4 are grouped here under appropriate heading.&lt;br /&gt;
&lt;br /&gt;
Details of event 4 [[Autumn Equinox 2013]] &lt;br /&gt;
&lt;br /&gt;
===Ring of Triumph===&lt;br /&gt;
An error on the summary page for the Ring of Triumph has been corrected. The correct materials for this item are include six ingots of [[Materials#Green Iron|green iron]] &#039;&#039;&#039;not&#039;&#039;&#039; six ingots of [[Materials#Tempest Jade|tempest jade]]&lt;br /&gt;
&lt;br /&gt;
===Rules and OOC info===&lt;br /&gt;
Update on the [[Frequently Asked Questions|FAQ]] &lt;br /&gt;
*Question added  - Can I email a longer background?&lt;br /&gt;
*Clarification about using using a one handed spear as a two handed pole weapon.&lt;br /&gt;
*Clarification about using hero skills at range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A section added to [[playing the game]] about stealing IC items and what to do with the phys reps.&lt;br /&gt;
&lt;br /&gt;
[[Traders]] info updated with details of Jolly Dicey, Twisted Flax, Grimm &amp;amp; Grizzly and a new website for Mandala Studios.&lt;br /&gt;
&lt;br /&gt;
=== World information===&lt;br /&gt;
A [[Current Affairs|current affairs]] page added to pull together various reports including elections, senate and synod decisions from the first three events. This page and the various other pages it leads to should be updated each event. There is also a page which details the [[Titles Autumn 377|planned elections at E4]] .&lt;br /&gt;
&lt;br /&gt;
Addition of [[Damaris|Damaris of Cantiarch&#039;s Hold]] as a [[ Paragons and Exemplars|examplar]]&lt;br /&gt;
&lt;br /&gt;
Pages about [[Trogoni]] and [[Plaguewulf]] added. &lt;br /&gt;
&lt;br /&gt;
The section on [[Madruga]] has been updated to show the current situation with the [[Repair the Spider&#039;s Dream|now repaired]] Spider&#039;s Dream bridge and the [[Imperial Title|Imperial title]] [[Spider&#039;s Tollkeep]] which is funded from the tolls is now available for election again.&lt;br /&gt;
&lt;br /&gt;
Section on [[ List of Criminal Offences|criminal offences]] updated with more links to the [[ Religious Crimes|religious crimes]] section. New crime of desecration added.&lt;br /&gt;
Several new [[Imperial Title|Imperial titles]] have been created they will be added to the [[Current Imperial Titles]] list in due course.&lt;br /&gt;
&lt;br /&gt;
More information added to some [[Foreign nations|foreign nations]] including a new page on [[Iron Confederacy]]&lt;br /&gt;
&lt;br /&gt;
Updated information on the [[Imperial Bourse]] about elections and titles.&lt;br /&gt;
&lt;br /&gt;
More [[Eternals]] detailed&lt;br /&gt;
&lt;br /&gt;
Details added about [[Fortifications]] and existing ones added to relevant territory pages.&lt;br /&gt;
&lt;br /&gt;
On going - Details of senate decisions and the resulting actions being added as the scribes have time, check the  [[Recent History (Senate)| Senate sessions]] for details.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*Ritual [[Cold Water from the Mountain]] changed from Spring to Day&lt;br /&gt;
*Autumn ritual [[Sum of the Parts]] added.&lt;br /&gt;
&lt;br /&gt;
Updates to [[Dean of the Lyceum]] and [[Conclave session]] about adding new rituals available to Imperial citizens. &lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
&lt;br /&gt;
[[Highguard Go To War]] added to [[Highguard music]]&lt;br /&gt;
&lt;br /&gt;
Extra information about music added to [[Urizen music|Urizen]] including three new songs.&lt;br /&gt;
&lt;br /&gt;
Also a whole bunch of song pdfs have been updated.&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&amp;diff=23729</id>
		<title>Amity and enmity</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&amp;diff=23729"/>
		<updated>2014-04-07T17:57:28Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Emnity */ fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Imperial Conclave]] has the ability to [[Conclave_session#Declarations|declare]] amity or emnity towards an [[Eternals|Eternal]].&lt;br /&gt;
&lt;br /&gt;
Amity or Emnity towards an Eternal is considered to apply to all that Eternal&#039;s Heralds. The Conclave may also occasionally extend amity or emnity towards a specific herald without changing the designation of other heralds or the patron eternal.&lt;br /&gt;
&lt;br /&gt;
==Amity==&lt;br /&gt;
An Eternal (and associated Heralds) under Declaration of Amity gains the following rights:&lt;br /&gt;
* They can attend conclave meetings&lt;br /&gt;
* They may be nominated to speak before the conclave, although they cannot vote.&lt;br /&gt;
* They can place an Address or Declaration onto the conclave agenda under the normal rules as if they were Imperial citizens (the civil service does not accept realm-specific mana as payment). &lt;br /&gt;
* They can make [[Conclave_vault#Bequests|bequests]] to the [[Conclave vault|vault]] of a specific order or to the Conclave as a whole.&lt;br /&gt;
&lt;br /&gt;
The declaration also has a magical effect. Eternals and their Heralds find it easier to manifest in the Hall of Worlds and to move into Anvil.&lt;br /&gt;
&lt;br /&gt;
===Eternals with Amity===&lt;br /&gt;
As of 376YE, no Eternals were in a position of amity following the disastrous intervention of [[Emperor Walter]]. Over the course of 377YE, declarations of Amity were passed by the Conclave for the Eternal [[Sadogua]] and Carolinus Kade, the Herald of [[Basileus Kade]].&lt;br /&gt;
&lt;br /&gt;
==Emnity==&lt;br /&gt;
An Eternal (and associated Heralds) under Declaration of Emnity suffers the following penalties:&lt;br /&gt;
* Eternals and Heralds under emnity count as barbarians for [[Imperial_Law_Overview#Individuals_and_the_law|legal purposes]].&lt;br /&gt;
* Trading with an Eternal under emnity is illegal.&lt;br /&gt;
* Any ritual that deals directly with an Eternal subject to the declaration of enmity (such as [[Ephisis&#039; Scale]] for [[Ephisis]], [[Clarion Call of Ivory and Dust]] for [[Kaela]] or [[Missive for Sadogua]] for [[Sadogua]] and so on) is automatically considered to be [[Declaration#Declaration of Interdiction|interdicted]]; magistrates may seek the assistance of the [[archmage|archmagi]] to clarify which rituals this effects, unless there is a separate [[Conclave session#Declaration of Interdiction|declaration of interdiction]] against specific rituals.&lt;br /&gt;
&lt;br /&gt;
The declaration also has magical effects. Eternals find it much harder to enter the Hall of Worlds. Heralds cannot use the portal in the Hall of Worlds to travel to Anvil without ritual assistance from an Imperial citizen. &lt;br /&gt;
&lt;br /&gt;
===Eternals with emnity===&lt;br /&gt;
As of 376 YE, the only well-known Eternal subject to declaration of enmity is [[Wendigo]], a Winter Eternal that promotes unspeakable acts and cannibalistic feasts. He was made subject to this declaration in the 306 YE Winter Solstice session of the Conclave following exposure of his involvement in no less than three cannibalistic cults dedicated to blasphemy, idolatory and heresy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;br /&gt;
[[Category:The Law]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&amp;diff=23728</id>
		<title>Amity and enmity</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&amp;diff=23728"/>
		<updated>2014-04-07T17:57:09Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Emnity */ fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Imperial Conclave]] has the ability to [[Conclave_session#Declarations|declare]] amity or emnity towards an [[Eternals|Eternal]].&lt;br /&gt;
&lt;br /&gt;
Amity or Emnity towards an Eternal is considered to apply to all that Eternal&#039;s Heralds. The Conclave may also occasionally extend amity or emnity towards a specific herald without changing the designation of other heralds or the patron eternal.&lt;br /&gt;
&lt;br /&gt;
==Amity==&lt;br /&gt;
An Eternal (and associated Heralds) under Declaration of Amity gains the following rights:&lt;br /&gt;
* They can attend conclave meetings&lt;br /&gt;
* They may be nominated to speak before the conclave, although they cannot vote.&lt;br /&gt;
* They can place an Address or Declaration onto the conclave agenda under the normal rules as if they were Imperial citizens (the civil service does not accept realm-specific mana as payment). &lt;br /&gt;
* They can make [[Conclave_vault#Bequests|bequests]] to the [[Conclave vault|vault]] of a specific order or to the Conclave as a whole.&lt;br /&gt;
&lt;br /&gt;
The declaration also has a magical effect. Eternals and their Heralds find it easier to manifest in the Hall of Worlds and to move into Anvil.&lt;br /&gt;
&lt;br /&gt;
===Eternals with Amity===&lt;br /&gt;
As of 376YE, no Eternals were in a position of amity following the disastrous intervention of [[Emperor Walter]]. Over the course of 377YE, declarations of Amity were passed by the Conclave for the Eternal [[Sadogua]] and Carolinus Kade, the Herald of [[Basileus Kade]].&lt;br /&gt;
&lt;br /&gt;
==Emnity==&lt;br /&gt;
An Eternal (and associated Heralds) under Declaration of Emnity suffers the following penalties:&lt;br /&gt;
* Eternals and Heralds under emnity count as barbarians for [[Imperial_Law_Overview#Individuals_and_the_law|legal purposes]].&lt;br /&gt;
* Trading with an Eternal under emnity is illegal.&lt;br /&gt;
* Any ritual that deals directly with an Eternal subject to the declaration of enmity (such as [[Ephisis&#039; Scale]] for [[Ephisis]], [[Clarion Call of Ivory and Dust]] for [[Kaela]] or [[Missive for Sadogua]] for [[Sadogua]] and so in) is automatically considered to be [[Declaration#Declaration of Interdiction|interdicted]]; magistrates may seek the assistance of the [[archmage|archmagi]] to clarify which rituals this effects, unless there is a separate [[Conclave session#Declaration of Interdiction|declaration of interdiction]] against specific rituals.&lt;br /&gt;
&lt;br /&gt;
The declaration also has magical effects. Eternals find it much harder to enter the Hall of Worlds. Heralds cannot use the portal in the Hall of Worlds to travel to Anvil without ritual assistance from an Imperial citizen. &lt;br /&gt;
&lt;br /&gt;
===Eternals with emnity===&lt;br /&gt;
As of 376 YE, the only well-known Eternal subject to declaration of enmity is [[Wendigo]], a Winter Eternal that promotes unspeakable acts and cannibalistic feasts. He was made subject to this declaration in the 306 YE Winter Solstice session of the Conclave following exposure of his involvement in no less than three cannibalistic cults dedicated to blasphemy, idolatory and heresy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;br /&gt;
[[Category:The Law]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&amp;diff=23727</id>
		<title>Amity and enmity</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&amp;diff=23727"/>
		<updated>2014-04-07T17:56:39Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Eternals with Amity */ fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Imperial Conclave]] has the ability to [[Conclave_session#Declarations|declare]] amity or emnity towards an [[Eternals|Eternal]].&lt;br /&gt;
&lt;br /&gt;
Amity or Emnity towards an Eternal is considered to apply to all that Eternal&#039;s Heralds. The Conclave may also occasionally extend amity or emnity towards a specific herald without changing the designation of other heralds or the patron eternal.&lt;br /&gt;
&lt;br /&gt;
==Amity==&lt;br /&gt;
An Eternal (and associated Heralds) under Declaration of Amity gains the following rights:&lt;br /&gt;
* They can attend conclave meetings&lt;br /&gt;
* They may be nominated to speak before the conclave, although they cannot vote.&lt;br /&gt;
* They can place an Address or Declaration onto the conclave agenda under the normal rules as if they were Imperial citizens (the civil service does not accept realm-specific mana as payment). &lt;br /&gt;
* They can make [[Conclave_vault#Bequests|bequests]] to the [[Conclave vault|vault]] of a specific order or to the Conclave as a whole.&lt;br /&gt;
&lt;br /&gt;
The declaration also has a magical effect. Eternals and their Heralds find it easier to manifest in the Hall of Worlds and to move into Anvil.&lt;br /&gt;
&lt;br /&gt;
===Eternals with Amity===&lt;br /&gt;
As of 376YE, no Eternals were in a position of amity following the disastrous intervention of [[Emperor Walter]]. Over the course of 377YE, declarations of Amity were passed by the Conclave for the Eternal [[Sadogua]] and Carolinus Kade, the Herald of [[Basileus Kade]].&lt;br /&gt;
&lt;br /&gt;
==Emnity==&lt;br /&gt;
An Eternal (and associated Heralds) under Declaration of Emnity suffers the following penalties:&lt;br /&gt;
* Eternals and Heralds under emnity count as barbarians for [[Imperial_Law_Overview#Individuals_and_the_law|legal purposes]].&lt;br /&gt;
* Trading with an Eternal under emnity is illegal.&lt;br /&gt;
* Any ritual that deals directly with an Eternal subject to the declaration of enmity (such as [[Ephisis&#039; Scales]] for [[Ephisis]], [[Clarion Call of Ivory and Dust]] for [[Kaela]] or [[Missive for Sadogua]] for [[Sadogua]] and so in) is automatically considered to be [[Declaration#Declaration of Interdiction|interdicted]]; magistrates may seek the assistance of the [[archmage|archmagi]] to clarify which rituals this effects, unless there is a separate [[Conclave session#Declaration of Interdiction|declaration of interdiction]] against specific rituals.&lt;br /&gt;
&lt;br /&gt;
The declaration also has magical effects. Eternals find it much harder to enter the Hall of Worlds. Heralds cannot use the portal in the Hall of Worlds to travel to Anvil without ritual assistance from an Imperial citizen. &lt;br /&gt;
&lt;br /&gt;
===Eternals with emnity===&lt;br /&gt;
As of 376 YE, the only well-known Eternal subject to declaration of enmity is [[Wendigo]], a Winter Eternal that promotes unspeakable acts and cannibalistic feasts. He was made subject to this declaration in the 306 YE Winter Solstice session of the Conclave following exposure of his involvement in no less than three cannibalistic cults dedicated to blasphemy, idolatory and heresy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;br /&gt;
[[Category:The Law]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Declaration&amp;diff=23726</id>
		<title>Declaration</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Declaration&amp;diff=23726"/>
		<updated>2014-04-07T17:54:34Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Declaration of Amity */ fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Conclave has a number of powers to enable them to fulfil their constitutional role to support the proper use of magic by the Empire. These powers are grouped together as the Declarations of the Conclave. Declarations are used by the Conclave to determine policy and to appoint citizens to the Imperial titles appointed by the Conclave. They always require a vote by the assembled Imperial magicians to pass. &lt;br /&gt;
&lt;br /&gt;
A declaration can generally be thought of as a short sentence beginning &amp;quot;&#039;&#039;The Imperial conclave declares ...&#039;&#039;&amp;quot; and then a single specific thing such as &amp;quot;&#039;&#039;...that I am Archmage of Winter&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;...that Sadogua should be considered an ally of the Empire.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
===Raising a declaration===&lt;br /&gt;
A declaration is placed on the [[Conclave_session#Setting_the_Agenda|agenda]] for the next [[Conclave session]]. Placing a declaration costs a mana crystal, which must be paid when the declaration is raised. The civil servant records the name of the person raising the declaration and the specifics of what that declaration is about. For example &amp;quot;&#039;&#039;Xavier i Guerra raises a Declaration of Sorcery against Pieter Vanderhooven&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;Lebannon of Haros Water raises a Declaration of Candidacy for the title of Archmage of Winter&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The [[grandmaster]] of each [[Conclave order|order]] has a power called the [[Grandmaster#Veil of night|veil of night]] which allows them to raise a declaration to the agenda without revealing any specifics of that declaration, in which case it is recorded as &amp;quot;&#039;&#039;&amp;quot;The Grandmaster of (Order) raises a declaration.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Presentation===&lt;br /&gt;
The format follows the approach used for an [[address]]. Each declaration in turn is announced by the civil service, in the order in which they were placed on the agenda. The individual who raised the declaration to the agenda then has one minute to present their position, they must [[Principle of Proportions|spend crystal mana]] if they wish to [[Conclave_session#Speaking_before_the_Conclave|speak]] for longer.&lt;br /&gt;
&lt;br /&gt;
===Debate===&lt;br /&gt;
After the declaration has been presented, those present may pay mana for the right to [[Conclave session#Speaking before the Conclave|discuss]] the subject, in order determined by the [[Principle of Precedence]].&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
After the discussion is complete, every Imperial magician present may vote in favour or against, or may choose to abstain. If more magicians vote in favour than vote against, the declaration is carried. In the case of a tie, the declaration is considered to have failed.&lt;br /&gt;
&lt;br /&gt;
The civil servants supporting the meeting may choose to count votes on a general aye or nay where the outcome is very clear. If voting is required, magicians normally vote by raising their hands and are counted out by order with civil servant counting independents and verifying any counts.&lt;br /&gt;
&lt;br /&gt;
==List of Declarations==&lt;br /&gt;
===Declaration of Candidacy===&lt;br /&gt;
The Conclave can declare someone to hold a specific title controlled by the Conclave. This is most commonly used to propose someone for the title of [[archmage]], [[Warmage]] or [[Dean of the Lyceum]], but there are a number of other temporary or permanent positions that might be allocated using this declaration. Occasionally, this declaration has been used to simply remove someone from their position, by declaring that their post should be filled with &#039;&#039;nobody&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is typical for the civil service to group all declarations of candidacy that effect the same position together at the point on the agenda where the last one was raised and conduct a single vote for the position. In this case, each individual who has raised that declaration makes a presentation in the order they raised their candidacy, then a single discussion takes place followed by a single vote. The candidate with the most votes takes the title.  &lt;br /&gt;
&lt;br /&gt;
The incumbent does not automatically get to make a presentation - although there is nothing to stop them raising themselves as a candidate if they realise someone is challenging for their title. They may speak normally during the discussion period, and the incumbent is automatically presented as an option during the voting process without the need for a separate declaration.&lt;br /&gt;
&lt;br /&gt;
A Declaration of Candidacy comes into legal effect at the end of the session, after all the [[gambit|gambits]] are resourced. It is the responsibility of the previous holder of the title to ensure that all regalia passes to the new title holder speedily and with the minimum of fuss.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Concord ===&lt;br /&gt;
The Conclave makes an agreed upon statement of belief, intent or support. It has no binding legal element but clearly expresses the intent of the Conclave. It is often used to decide that the Conclave agrees to bring a matter before the [[Imperial Senate|Senate]], and potentially to nominate someone responsible for liasing with the [[Senator|senators]] to raise a motion there.&lt;br /&gt;
 &lt;br /&gt;
Occasionally the Declaration of Concord is used in advance to declare that a specific magical act will not be considered sorcery. In 326YE for example, a number of [[Curse|curses]] were placed on individuals who had been identified by the [[Shuttered Lantern]] as supporters of the [[Briar|briars]] involved in the [[Freedom Heresy|Freedom heresy]]. Given the personal power of several of these individuals, the covens involved sought this Declaration immediately before placing the curses and used it (successfully) as a defence when magicians associated with the [[Imperial Senate]] and [[Imperial Synod]] tried to have them declared sorcerers in the aftermath.&lt;br /&gt;
&lt;br /&gt;
The Declaration of Concord has also been used to set in motion the sequence of events that lead to the [[Conclave_order#Creation_and_Dissolution_of_an_Order|creation or dissolution of a Conclave order]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Endowment===&lt;br /&gt;
Any mana or illium that the Conclave owns is automatically added to the Font - for distribution between the orders. Other property, such as [[Game_items#Materials|materials]], items, money and even resources, are not added to the Font - they remain the property of the Conclave until they are distributed by a Declaration of Endowment.&lt;br /&gt;
&lt;br /&gt;
Anyone raising a Declaration of Endowment must state what property of the Conclave they wish to transfer and who to. The recipient may be any Imperial citizen - but it can also be one or more of the Conclave orders. Any resources, items or riches endowed on an order are added to that order&#039;s vaults. They may only be accessed thereafter via a gambit.&lt;br /&gt;
&lt;br /&gt;
The Conclave cannot rescind a Declaration of Endowment; once passed the item or items become the full legal property of the recipient. The Conclave can indicate that they &#039;&#039;expect&#039;&#039; a magician to bequeath an item to the Conclave when they are finished with it, but they cannot create a legal obligation to do so as part of a Declaration of Endowment. If the Conclave is bequeathed a resource that provides an ongoing income then they may either pass a declaration to endow the resource - or instead endow some portion of the income accrued to date.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Sorcery===&lt;br /&gt;
The Conclave may declare a magician to be a sorcerer. The most common reason for this declaration is as a result of an abuse of &#039;legal curses&#039; against citizens or allies of the Empire, or against those engaged in suspect trade of magical resources (often in conjunction with a legal penalty assessed by an [[Imperial magistrate]]). If this Declaration is made:&lt;br /&gt;
&lt;br /&gt;
* the sorcerer is prohibited from contributing to rituals.&lt;br /&gt;
* the sorcerer is prohibited from carrying or using crystal mana.&lt;br /&gt;
* the sorcerer is not permitted to run a mana site; the resource is confiscated by the civil service.&lt;br /&gt;
* the sorcerer cannot hold any title within the Imperial Conclave.&lt;br /&gt;
* the sorcerer cannot use mana to raise an item to the conclave agenda.&lt;br /&gt;
* the sorcerer cannot use mana to speak before the conclave.&lt;br /&gt;
&lt;br /&gt;
All crystal mana owned by someone declared to be a sorcerer is legally forfeit to the Conclave. A sorcerer who violates these prohibitions will be subject to arrest and trial before a [[Imperial Law|magistrate]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Reconciliation===&lt;br /&gt;
The Conclave may reconcile a sorcerer with the Empire. If this declaration is made, all rights that were taken from them are returned. They regain possession of any confiscated mana site, but not of any crystal mana it may have produced while they were sorcerers.&lt;br /&gt;
&lt;br /&gt;
This declaration can also be used to remove or modify a ban placed by the [[#Declaration of Interdiction|declaration of interdiction]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Amity===&lt;br /&gt;
The Conclave may declare a specific [[Eternals|Eternal]] is an ally of the Conclave. Members of the Conclave are encouraged to demonstrate courtesy and even aid these Eternals, or their Heralds, where it is possible for them to do so. The Eternal, and any assciated Heralds, gain the rights of [[Amity_and_emnity|Amity]]. This declaration overturns a [[#Declaration of Enmity|declaration of enmity]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Enmity===&lt;br /&gt;
The Conclave may declare a specific [[Eternals|Eternal]] to be an enemy of the Empire. If this declaration is made, it becomes dangerous for anyone to consort with the Eternal named in this declaration, or with their Heralds. Such an act usually results in the offender being declared a sorcerer, but they may also face investigation by a magistrate for treason. Having [[Amity_and_emnity|emnity]] from the Conclave brings with it a number of other drawbacks. It automatically overturns a [[#Declaration of Amity|declaration of amity]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Neutrality===&lt;br /&gt;
This declaration removes either amity or emnity from a specific target and returns them to a neutral legal status. Any benefits gained from, or penalties imposed by, the previous status are lost at the end of the conclave session.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Imperial Lore===&lt;br /&gt;
Rituals that are part of Imperial Lore are widely available to any Imperial citizen. New rituals may be added to Imperial Lore by this declaration. The declaration instructs the civil service to arrange for a specific ritual be added to the body of Imperial Lore, allowing magicians all over the Empire to receive training in the ritual. This process requires three things:&lt;br /&gt;
* A copy of a ritual text detailing the ritual which is used up as part of the process&lt;br /&gt;
* A succesful Declaration of Imperial Lore&lt;br /&gt;
* Ten thrones which are given to the civil service to pay for distribution of the ritual&lt;br /&gt;
Once a ritual is added to Imperial Lore it is functionally impossible to remove it. The best the Conclave can do is attempt to declare performance of the ritual to be sorcery with the [[#Declaration of Interdiction|Declaration of Interdiction]]. In the past, the Conclave has often approached the [[Imperial Senate]] for assistance paying the ten Thrones, but this requires a separate motion from the Senators.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Interdiction===&lt;br /&gt;
The Conclave may censor rituals that represent a significant magical danger to the Empire. They can use this declaration to add a specific magical ritual to the list of proscribed effects. It doesn&#039;t prevent knowing the ritual, but it means that producing the magical effect that that ritual creates is [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|henceforth illegal]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of the Balance===&lt;br /&gt;
This declaration requires every [[grandmaster]] pass a vote of confidence from the members of their order who are present. If the declaration succeeds then each order in turn votes whether to support for the grandmaster or not, starting with the order with the highest precedence. If the majority of members support their grandmaster, their position is safe; if the majority do not, then the grandmaster loses their position at the end of the conclave session, and the civil service arrange [[Grandmaster#Hustings|a new election]] before the next conclave session.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Declaration&amp;diff=23725</id>
		<title>Declaration</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Declaration&amp;diff=23725"/>
		<updated>2014-04-07T17:54:18Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Declaration of Enmity */ fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Conclave has a number of powers to enable them to fulfil their constitutional role to support the proper use of magic by the Empire. These powers are grouped together as the Declarations of the Conclave. Declarations are used by the Conclave to determine policy and to appoint citizens to the Imperial titles appointed by the Conclave. They always require a vote by the assembled Imperial magicians to pass. &lt;br /&gt;
&lt;br /&gt;
A declaration can generally be thought of as a short sentence beginning &amp;quot;&#039;&#039;The Imperial conclave declares ...&#039;&#039;&amp;quot; and then a single specific thing such as &amp;quot;&#039;&#039;...that I am Archmage of Winter&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;...that Sadogua should be considered an ally of the Empire.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
===Raising a declaration===&lt;br /&gt;
A declaration is placed on the [[Conclave_session#Setting_the_Agenda|agenda]] for the next [[Conclave session]]. Placing a declaration costs a mana crystal, which must be paid when the declaration is raised. The civil servant records the name of the person raising the declaration and the specifics of what that declaration is about. For example &amp;quot;&#039;&#039;Xavier i Guerra raises a Declaration of Sorcery against Pieter Vanderhooven&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;Lebannon of Haros Water raises a Declaration of Candidacy for the title of Archmage of Winter&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The [[grandmaster]] of each [[Conclave order|order]] has a power called the [[Grandmaster#Veil of night|veil of night]] which allows them to raise a declaration to the agenda without revealing any specifics of that declaration, in which case it is recorded as &amp;quot;&#039;&#039;&amp;quot;The Grandmaster of (Order) raises a declaration.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Presentation===&lt;br /&gt;
The format follows the approach used for an [[address]]. Each declaration in turn is announced by the civil service, in the order in which they were placed on the agenda. The individual who raised the declaration to the agenda then has one minute to present their position, they must [[Principle of Proportions|spend crystal mana]] if they wish to [[Conclave_session#Speaking_before_the_Conclave|speak]] for longer.&lt;br /&gt;
&lt;br /&gt;
===Debate===&lt;br /&gt;
After the declaration has been presented, those present may pay mana for the right to [[Conclave session#Speaking before the Conclave|discuss]] the subject, in order determined by the [[Principle of Precedence]].&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
After the discussion is complete, every Imperial magician present may vote in favour or against, or may choose to abstain. If more magicians vote in favour than vote against, the declaration is carried. In the case of a tie, the declaration is considered to have failed.&lt;br /&gt;
&lt;br /&gt;
The civil servants supporting the meeting may choose to count votes on a general aye or nay where the outcome is very clear. If voting is required, magicians normally vote by raising their hands and are counted out by order with civil servant counting independents and verifying any counts.&lt;br /&gt;
&lt;br /&gt;
==List of Declarations==&lt;br /&gt;
===Declaration of Candidacy===&lt;br /&gt;
The Conclave can declare someone to hold a specific title controlled by the Conclave. This is most commonly used to propose someone for the title of [[archmage]], [[Warmage]] or [[Dean of the Lyceum]], but there are a number of other temporary or permanent positions that might be allocated using this declaration. Occasionally, this declaration has been used to simply remove someone from their position, by declaring that their post should be filled with &#039;&#039;nobody&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is typical for the civil service to group all declarations of candidacy that effect the same position together at the point on the agenda where the last one was raised and conduct a single vote for the position. In this case, each individual who has raised that declaration makes a presentation in the order they raised their candidacy, then a single discussion takes place followed by a single vote. The candidate with the most votes takes the title.  &lt;br /&gt;
&lt;br /&gt;
The incumbent does not automatically get to make a presentation - although there is nothing to stop them raising themselves as a candidate if they realise someone is challenging for their title. They may speak normally during the discussion period, and the incumbent is automatically presented as an option during the voting process without the need for a separate declaration.&lt;br /&gt;
&lt;br /&gt;
A Declaration of Candidacy comes into legal effect at the end of the session, after all the [[gambit|gambits]] are resourced. It is the responsibility of the previous holder of the title to ensure that all regalia passes to the new title holder speedily and with the minimum of fuss.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Concord ===&lt;br /&gt;
The Conclave makes an agreed upon statement of belief, intent or support. It has no binding legal element but clearly expresses the intent of the Conclave. It is often used to decide that the Conclave agrees to bring a matter before the [[Imperial Senate|Senate]], and potentially to nominate someone responsible for liasing with the [[Senator|senators]] to raise a motion there.&lt;br /&gt;
 &lt;br /&gt;
Occasionally the Declaration of Concord is used in advance to declare that a specific magical act will not be considered sorcery. In 326YE for example, a number of [[Curse|curses]] were placed on individuals who had been identified by the [[Shuttered Lantern]] as supporters of the [[Briar|briars]] involved in the [[Freedom Heresy|Freedom heresy]]. Given the personal power of several of these individuals, the covens involved sought this Declaration immediately before placing the curses and used it (successfully) as a defence when magicians associated with the [[Imperial Senate]] and [[Imperial Synod]] tried to have them declared sorcerers in the aftermath.&lt;br /&gt;
&lt;br /&gt;
The Declaration of Concord has also been used to set in motion the sequence of events that lead to the [[Conclave_order#Creation_and_Dissolution_of_an_Order|creation or dissolution of a Conclave order]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Endowment===&lt;br /&gt;
Any mana or illium that the Conclave owns is automatically added to the Font - for distribution between the orders. Other property, such as [[Game_items#Materials|materials]], items, money and even resources, are not added to the Font - they remain the property of the Conclave until they are distributed by a Declaration of Endowment.&lt;br /&gt;
&lt;br /&gt;
Anyone raising a Declaration of Endowment must state what property of the Conclave they wish to transfer and who to. The recipient may be any Imperial citizen - but it can also be one or more of the Conclave orders. Any resources, items or riches endowed on an order are added to that order&#039;s vaults. They may only be accessed thereafter via a gambit.&lt;br /&gt;
&lt;br /&gt;
The Conclave cannot rescind a Declaration of Endowment; once passed the item or items become the full legal property of the recipient. The Conclave can indicate that they &#039;&#039;expect&#039;&#039; a magician to bequeath an item to the Conclave when they are finished with it, but they cannot create a legal obligation to do so as part of a Declaration of Endowment. If the Conclave is bequeathed a resource that provides an ongoing income then they may either pass a declaration to endow the resource - or instead endow some portion of the income accrued to date.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Sorcery===&lt;br /&gt;
The Conclave may declare a magician to be a sorcerer. The most common reason for this declaration is as a result of an abuse of &#039;legal curses&#039; against citizens or allies of the Empire, or against those engaged in suspect trade of magical resources (often in conjunction with a legal penalty assessed by an [[Imperial magistrate]]). If this Declaration is made:&lt;br /&gt;
&lt;br /&gt;
* the sorcerer is prohibited from contributing to rituals.&lt;br /&gt;
* the sorcerer is prohibited from carrying or using crystal mana.&lt;br /&gt;
* the sorcerer is not permitted to run a mana site; the resource is confiscated by the civil service.&lt;br /&gt;
* the sorcerer cannot hold any title within the Imperial Conclave.&lt;br /&gt;
* the sorcerer cannot use mana to raise an item to the conclave agenda.&lt;br /&gt;
* the sorcerer cannot use mana to speak before the conclave.&lt;br /&gt;
&lt;br /&gt;
All crystal mana owned by someone declared to be a sorcerer is legally forfeit to the Conclave. A sorcerer who violates these prohibitions will be subject to arrest and trial before a [[Imperial Law|magistrate]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Reconciliation===&lt;br /&gt;
The Conclave may reconcile a sorcerer with the Empire. If this declaration is made, all rights that were taken from them are returned. They regain possession of any confiscated mana site, but not of any crystal mana it may have produced while they were sorcerers.&lt;br /&gt;
&lt;br /&gt;
This declaration can also be used to remove or modify a ban placed by the [[#Declaration of Interdiction|declaration of interdiction]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Amity===&lt;br /&gt;
The Conclave may declare a specific [[Eternals|Eternal]] is an ally of the Conclave. Members of the Conclave are encouraged to demonstrate courtesy and even aid these Eternals, or their Heralds, where it is possible for them to do so. The Eternal, and any assciated Heralds, gain the rights of [[Amity and Emnity|Amity]]. This declaration overturns a [[#Declaration of Enmity|declaration of enmity]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Enmity===&lt;br /&gt;
The Conclave may declare a specific [[Eternals|Eternal]] to be an enemy of the Empire. If this declaration is made, it becomes dangerous for anyone to consort with the Eternal named in this declaration, or with their Heralds. Such an act usually results in the offender being declared a sorcerer, but they may also face investigation by a magistrate for treason. Having [[Amity_and_emnity|emnity]] from the Conclave brings with it a number of other drawbacks. It automatically overturns a [[#Declaration of Amity|declaration of amity]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Neutrality===&lt;br /&gt;
This declaration removes either amity or emnity from a specific target and returns them to a neutral legal status. Any benefits gained from, or penalties imposed by, the previous status are lost at the end of the conclave session.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Imperial Lore===&lt;br /&gt;
Rituals that are part of Imperial Lore are widely available to any Imperial citizen. New rituals may be added to Imperial Lore by this declaration. The declaration instructs the civil service to arrange for a specific ritual be added to the body of Imperial Lore, allowing magicians all over the Empire to receive training in the ritual. This process requires three things:&lt;br /&gt;
* A copy of a ritual text detailing the ritual which is used up as part of the process&lt;br /&gt;
* A succesful Declaration of Imperial Lore&lt;br /&gt;
* Ten thrones which are given to the civil service to pay for distribution of the ritual&lt;br /&gt;
Once a ritual is added to Imperial Lore it is functionally impossible to remove it. The best the Conclave can do is attempt to declare performance of the ritual to be sorcery with the [[#Declaration of Interdiction|Declaration of Interdiction]]. In the past, the Conclave has often approached the [[Imperial Senate]] for assistance paying the ten Thrones, but this requires a separate motion from the Senators.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Interdiction===&lt;br /&gt;
The Conclave may censor rituals that represent a significant magical danger to the Empire. They can use this declaration to add a specific magical ritual to the list of proscribed effects. It doesn&#039;t prevent knowing the ritual, but it means that producing the magical effect that that ritual creates is [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|henceforth illegal]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of the Balance===&lt;br /&gt;
This declaration requires every [[grandmaster]] pass a vote of confidence from the members of their order who are present. If the declaration succeeds then each order in turn votes whether to support for the grandmaster or not, starting with the order with the highest precedence. If the majority of members support their grandmaster, their position is safe; if the majority do not, then the grandmaster loses their position at the end of the conclave session, and the civil service arrange [[Grandmaster#Hustings|a new election]] before the next conclave session.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Unfettered_Mind&amp;diff=23724</id>
		<title>Unfettered Mind</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Unfettered_Mind&amp;diff=23724"/>
		<updated>2014-04-07T17:51:56Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Apostrophe crime removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Motto==&lt;br /&gt;
&#039;&#039;Explore the unknown and master it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Order of the Unfettered Mind has used a range of symbols across its history, including an open and unblinking eye, and a ray of light.&lt;br /&gt;
{{CaptionedImage|file=OrderUnfetteredMind.jpg|title=Order of the Unfettered Mind|align=right|width=255|height=240}}&lt;br /&gt;
==The Manifesto==&lt;br /&gt;
The Order of the Unfettered Mind holds the following to be true:&lt;br /&gt;
&lt;br /&gt;
* The Empire&#039;s rich understanding of magic is one of its great strengths&lt;br /&gt;
* As the Empire&#039;s knowledge and use of magic increases, so does its power and influence&lt;br /&gt;
* The Empire must stay at the apex of magical knowledge and power and not cede this ground to another force&lt;br /&gt;
&lt;br /&gt;
The Order of the Unfettered Mind therefore exists to:&lt;br /&gt;
&lt;br /&gt;
* Expand the body of magical lore, theory and practice throughout the Empire&lt;br /&gt;
* Challenge any constraints to the practice and expansion of such knowledge&lt;br /&gt;
* Boldly consider possibilities and opportunities that others may not consider&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Dawn-0070.JPG|title=As above ...|caption=Costume by [http://costumemercenary.blogspot.co.uk/p/costumes-for-empire.html Costume Mercenary]|align=left|width=268|height=598}}&lt;br /&gt;
&lt;br /&gt;
==Membership of the Order==&lt;br /&gt;
Researchers, theoreticians and magicians for whom magic is both a mystery and the greatest calling flock to the Unfettered Mind. Members are often frustrated that other orders do not appreciate the joy of pure research, or the way that everyone is enriched by greater understanding of the theories of magic. Members tend to be ritual magicians rather than spellcasters, as ritual magic offers the greatest opportunity to expand the power and knowledge of Imperial magicians. They are second-only to the [[Celestial Arch]] in their interest in the [[Eternals]], and they compete regularly with the [[Rod and Shield]] for the position of [[Dean of the Lyceum]].&lt;br /&gt;
&lt;br /&gt;
It would be wrong to consider them naive or politically weak; they have a great need for crystal mana and other resources, and in the past they have been ruthless in acquiring it. Their membership includes a number of magicians interested in understanding magic specifically to gain more personal power, or more power for the Empire, and critics claim they are more interested in &#039;&#039;novel&#039;&#039; uses of magic than in &#039;&#039;wise&#039;&#039; uses of magic. Their tendency to reach for their crystal mana rather than seek more mundane solutions to vexation are well known and it is undeniable that more members of the Unfettered Mind have been [[Declaration#Declaration of Sorcery|declared to be sorcerers]] than any other order. The order was very nearly [[Conclave order#Creation and Dissolution of an Order|dissolved]] in 264 YE following the unwise application of a major curse to an entire delegation of visiting dignitaries from the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The magicians of this order are often at odds with both the Celestial Arch and [[Sevenfold Path]] because they oppose all efforts to censor or limit Imperial magic. As they often point out, the enemies of the Empire are under no such constraints. They sometimes find unlikely allies in the [[Shuttered Lantern]] and even the [[Rod and Shield]] in this regard.&lt;br /&gt;
&lt;br /&gt;
The order generally has far more ideas of things to try and do than it has [[archmage|archmagi]] willing to listen. It carefully guards its own [[Conclave vault]] and regularly refuses to resource gambits that do not advance its own agenda unless it can be sure of an appropriate &#039;&#039;quid pro quo&#039;&#039; from other orders. The Unfettered Mind often enjoys periods of surprising wealth - it is one of the orders most often chosen to receive [[Conclave vault#bequest|bequests]] from retired or deceased magicians, especially ex-members of the [[Dean of the Lyceum|Lyceum]]. Despite the suspicion with which the Order is viewed by the more politically savvy orders, it has also been regularly responsible for discoveries that have proved of great value to the Conclave and the Empire as a whole&lt;br /&gt;
&lt;br /&gt;
==Conclave vault==&lt;br /&gt;
Each summit, the [[Conclave vault]] of the Unfettered Mind garners the following resources;&lt;br /&gt;
* 10 crystal mana from bequests.&lt;br /&gt;
* A pro-rata share of the [[Conclave_vault#Crystal_Mana|Font]] based on the [[Principle of Precedence|precedence]] of the orders at the previous summit.&lt;br /&gt;
* A portion of [[Materials#Ilium|ilium]] based on their [[Conclave_vault#Ilium|position]] among the orders as determined by precedence.&lt;br /&gt;
* 4 measures of [[Materials#Iridescent Gloaming|iridescent gloaming]], 3 ingots of [[Materials#Tempest Jade|tempest jade]] and 2 ingots of [[Materials#Weltsilver|weltsilver]] from existing bequests.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;br /&gt;
[[Category:Conclave order]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shuttered_Lantern&amp;diff=23723</id>
		<title>Shuttered Lantern</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shuttered_Lantern&amp;diff=23723"/>
		<updated>2014-04-07T17:48:49Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Motto==&lt;br /&gt;
&#039;&#039;All knowledge is power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Order has been known to use the symbol of a black lantern, or the rune Diras picked out in grey on a darker or lighter grey background, or both together.&lt;br /&gt;
{{CaptionedImage|file=OrderShutteredLantern.jpg|title=Order of the Shuttered Lantern|align=right|width=175|height=240}}&lt;br /&gt;
==The Manifesto==&lt;br /&gt;
The Order of the Shuttered Lantern holds the following to be true:&lt;br /&gt;
&lt;br /&gt;
* Magic is capable of both protecting, and exposing, secrets and knowledge.&lt;br /&gt;
* Acquiring the knowledge and secrets of the Empire&#039;s enemies strengthens us.&lt;br /&gt;
* Guarding and shielding the secrets of the Empire protects us.&lt;br /&gt;
&lt;br /&gt;
The Order of the Shuttered Lantern therefore exists to:&lt;br /&gt;
&lt;br /&gt;
* Utilise magic in the detection and monitoring of threats, whether subtle or obvious, internal or external&lt;br /&gt;
* Support the acquisition of the secrets and knowledge of hostile forces in all ways, from scrying to espionage&lt;br /&gt;
* Stave off blind fear, and allay the concerns of citizens, by addressing threats and hazards with discretion&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=League-0209.JPG|title=Friends and enemies|caption=Costume by [http://costumemercenary.blogspot.co.uk/p/costumes-for-empire.html Costume Mercenary]|align=right|width=322|height=599}}&lt;br /&gt;
==Membership of the Order==&lt;br /&gt;
Although the Shuttered Lantern&#039;s manifesto presents itself as acting discreetly so as not to cause undue concern to the citizens of the Empire, this inclination toward secrecy has occasionally been a two-edged sword. There are many rumours that the order has been engaged in shadowy warfare with sinister cults, cabals and secret societies. The order as a whole dismiss such notions as fanciful storytelling, pointing out that resourcing strategically applied scrying of hostile powers forms the core of their work and is far less glamorous.&lt;br /&gt;
&lt;br /&gt;
It is an open secret that the Shuttered Lantern regularly employ curses against those they consider to be a threat to the Empire, whether Imperial citizen, barbarian or foreigner. The Order often supports magicians from other orders subject to a [[Declaration#Declaration of Sorcery|declaration of sorcery]] occasioned by an unpopular curse. As a result many magicians assume that the accused placed the curse at the behest of the order. Their true intentions are often hard to discern, as the Order habitually conceals their true agenda.&lt;br /&gt;
&lt;br /&gt;
It is claimed that the order engages in espionage using mundane means as well as magical ones, though they usually refuse to reveal how they have come by their information. They consider it good sense to keep an eye not only on known enemies, but also on friends and allies - especially those who are close enough to harm the Empire. The first grandmaster, the [[Navarr]] [[Navarr magical traditions#Vates|vate]] Damien Cloaked-in-Green famously said &amp;quot;&#039;&#039;We are given two hands so that one might watch the other while it works.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The order has a reputation for being paranoid, even among themselves, and members tend to work only with those they personally trust. These agents use the order as a way to maintain influence in the Conclave; to gain the magical resources they need to scry and uncover the plots of the enemies of the Empire; and to keep an eye on their fellow magicians. &lt;br /&gt;
&lt;br /&gt;
The order is very popular with [[Suaq]], [[Navarr]] and [[Highguard|Highborn]] magicians, and magician-priests of [[Vigilance]]. The order naturally tends to promote [[gambit|gambits]] that revolve around either scrying or concealment rituals, and there is often suspicion of their motives when they back other gambits strongly. They have regularly been accused of underhand tactics, with claims of coercion and blackmail by several prominent members of the Conclave in the past.&lt;br /&gt;
&lt;br /&gt;
They occasionally find themselves strange allies of the [[Unfettered Mind]] because both orders oppose needless regulation on Imperial magicians - although it must be said that the Shuttered Lantern are more interested in opposing unnecessary control of &#039;&#039;their&#039;&#039; magical behaviour, rather than the general magical behaviour of all wizards.&lt;br /&gt;
&lt;br /&gt;
==Conclave vault==&lt;br /&gt;
Each summit, the [[Conclave vault]] of the Shuttered Lantern garners the following resources;&lt;br /&gt;
* 10 crystal mana from bequests.&lt;br /&gt;
* A pro-rata share of the [[Conclave_vault#Crystal_Mana|Font]] based on the [[Principle of Precedence|Precedence]] of the orders at the previous summit.&lt;br /&gt;
* A portion of [[Conclave_vault#Ilium|ilium]] based on their position among the orders as determined by precedence.&lt;br /&gt;
* 3 ingots of [[Materials#Weltsilver|weltsilver]] and 3 ingots of [[Materials#Tempest jade|tempest jade]] from existing bequests.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;br /&gt;
[[Category:Conclave order]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arcane_Mark&amp;diff=23722</id>
		<title>Arcane Mark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arcane_Mark&amp;diff=23722"/>
		<updated>2014-04-07T17:31:11Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Fixing link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Realm: Autumn===&lt;br /&gt;
===Magnitude: 2===&lt;br /&gt;
&lt;br /&gt;
===Performing the ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}} The target character must possess the [[Magical skills#Magician|magician]] skill and be willing to receive the arcane mark.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual places an enduring magical mark on the target character which can be perceived only with magical detection. The mark created by this spell takes the form of the symbol for one of the current [[conclave order|conclave orders]], as chosen by the target. If a conclave order is [[Powers_of_the_Senate#Creation_and_Dissolution_of_a_Conclave_order|dissolved]], it&#039;s associated arcane mark vanishes from every individual who possesses it.&lt;br /&gt;
&lt;br /&gt;
An arcane mark can be detected by a [[Spell list#Detect magic|detect magic]] spell cast on the character for that &#039;&#039;specific purpose&#039;&#039; (a detect magic spell cast for any other purpose does not reveal the mark). If the caster of the detect magic bears the same arcane mark as the target they discover that their marks are the same; otherwise they only discover that the target has an arcane mark.&lt;br /&gt;
&lt;br /&gt;
A character can have only one arcane mark at a time - subsequent casting of the ritual replaces a previous mark. It &#039;&#039;is&#039;&#039; possible to perform this ritual with the intent of creating &amp;quot;no mark&amp;quot; to remove an existing arcane mark without replacing it.&lt;br /&gt;
&lt;br /&gt;
The arcane mark is not restricted to any part of the target&#039;s body; it cannot be hidden from detection by covering it up.&lt;br /&gt;
&lt;br /&gt;
The arcane mark remains until it is replaced; it may persist even through death.&lt;br /&gt;
&lt;br /&gt;
===Additional Magnitude===&lt;br /&gt;
This ritual can affect additional characters from the same [[Groups#Covens|coven]]. Each additional character increases the magnitude by 1. Additional characters must be present throughout, and all characters targeted by the ritual receive the same arcane mark.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual is used when [[Conclave order#Conclave_order#Joining_an_Order|joining]] a [[Conclave order]]. Most civil servants associated with the [[Imperial Conclave]] have mastered the ritual and will perform it in return for the mana required. The ritual was adapted in the first years of the Conclave by [[Urizen]] magicians building on existing formulaic rituals that allowed the caster to mark the target as a member of a specific magical group; by expanding the range of targets and clever use of hearth magics involving identity and the nature of being an Imperial citizen, a ritual that allowed any Imperial citizen to mark any magician with the mark of one of the defined magical orders was created.&lt;br /&gt;
&lt;br /&gt;
A fascinating element of the ritual is that the purely political decisions of the [[Imperial Senate]] directly effect it. When a new order is formally created, or an existing order is destroyed, the marks change appropriately. There has been talk for some time among some members of the [[Unfettered Mind]] about an experiment to see what would happen if the Senate formally &#039;&#039;changed&#039;&#039; the symbol of an existing order - their assumption is that the symbol created with this ritual would change to match. So far, concerns that doing so might effectively dissolve the existing order have meant that they have been unable to get support for their experiment.&lt;br /&gt;
&lt;br /&gt;
Other magicians have drawn parallels between this ritual and the [[Religious_skills#Testimony|testimony]] of a priest. The parallels appear superficial; the arcane mark is not visible to a priest using the ceremony of [[Religious_skills#Testimony|insight]], or a mystic consuming [[Infusions_of_Feathers#Ravenwing Infusion|Ravenwing Infusion]]; it is visible only to magical detections such as [[Spell_list#Detect_Magic|detect magic]] or to those employing [[Infusions_of_Feathers#Magpie Infusion|Magpie Infusion]]. Even then, magical detection only allows the mark to be seen if the caster specifically uses the spell in that fashion, and when they do no other information is uncovered by their detection.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for the order the target wishes to join to pay the mana crystal needed to perform the ritual, especially when someone is an established magician changing an order for some reason. Some grandmasters try to organise meetings where several candidates can have the ritual performed on them at the same time, cutting down the amount of mana required to bring a group of new members into their order and adding to the drama of the experience.&lt;br /&gt;
 &lt;br /&gt;
A mark has a wider context than just showing a person to be a member of an order; divination magic grounded in the lore of Day can be used to discover basic information aboupeople who bear the same arcane mark as one of the [[Magic_overview#Contributors|contributors]] in the nearby vicinity. The civil service perform this ritual at the start of each summit as part of their task to provide the [[grandmaster]] of each order with a [[Grandmaster#Membership_List|list of members]] of their order.&lt;br /&gt;
&lt;br /&gt;
An unknown number of other versions of this ritual exist - some cults and secret societies use related rituals to create specific marks that are not compatible with the mark created by this ritual. In each case, these rituals create a single mark and are jealously guarded secrets.&lt;br /&gt;
&lt;br /&gt;
===OOC note===&lt;br /&gt;
A new character with the magician skill can join the order of their choice when they are created without needing access to the ritual; they are assumed to have been able to find the required mana crystal and someone to perform the ritual for them.&lt;br /&gt;
&lt;br /&gt;
It is not possible to &#039;falsify&#039; an arcane mark, whether one created by this ritual or a similar ritual. For example, if a secret order uses a variant of arcane mark to mark out their members, the only way to duplicate that mark is to through that specific formulaic ritual. It &#039;&#039;is&#039;&#039; possible for an Imperial citizen to spontaneously perform this ritual, however, as the ritual is part of Imperial Lore. &lt;br /&gt;
&lt;br /&gt;
It is important to note that this ritual does not create any sort of [[Spell_list#Create_Bond|bond]].&lt;br /&gt;
&lt;br /&gt;
==Performing the ritual==&lt;br /&gt;
Many magicians prefer to perform this ritual in the [[Hall of Worlds]]; some magicians say it strengthens the bond between the target and the magical order. The target often makes a point of touching or associating themselves with a physical symbol of the order; it&#039;s common for [[Navarr]] to cut or trace a stylised version of the symbol onto the skin of the target, while many [[Urizen]] and [[Highguard|Highborn]] prefer to receive the ritual from someone who is already a member of their preferred order, strengthening bonds of connection and loyalty. [[Lann]] is often evoked during the performance, as are the virtues of [[Loyalty]], [[Pride]] and [[Ambition]] (and the associated paragons and exemplars).&lt;br /&gt;
&lt;br /&gt;
A common thread in any casting is that the target recites a short catechism, or makes a short statement, about their belief in magic and why they choose to join this order. Some rituals involve recitation of the manifesto of the order, or an almost Hermetic series of questions and answers between the ritualists and the targets. &lt;br /&gt;
&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Conclave order]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arcane_Mark&amp;diff=23721</id>
		<title>Arcane Mark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arcane_Mark&amp;diff=23721"/>
		<updated>2014-04-07T17:30:10Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Remove repeated template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Realm: Autumn===&lt;br /&gt;
===Magnitude: 2===&lt;br /&gt;
&lt;br /&gt;
===Performing the ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}} The target character must possess the [[Magical skills#Magician|magician]] skill and be willing to receive the arcane mark.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual places an enduring magical mark on the target character which can be perceived only with magical detection. The mark created by this spell takes the form of the symbol for one of the current [[conclave order|conclave orders]], as chosen by the target. If a conclave order is [[Powers_of_the_Senate#Creation_and_Dissolution_of_a_Conclave_order|dissolved]], it&#039;s associated arcane mark vanishes from every individual who possesses it.&lt;br /&gt;
&lt;br /&gt;
An arcane mark can be detected by a [[Spell list#Detect magic|detect magic]] spell cast on the character for that &#039;&#039;specific purpose&#039;&#039; (a detect magic spell cast for any other purpose does not reveal the mark). If the caster of the detect magic bears the same arcane mark as the target they discover that their marks are the same; otherwise they only discover that the target has an arcane mark.&lt;br /&gt;
&lt;br /&gt;
A character can have only one arcane mark at a time - subsequent casting of the ritual replaces a previous mark. It &#039;&#039;is&#039;&#039; possible to perform this ritual with the intent of creating &amp;quot;no mark&amp;quot; to remove an existing arcane mark without replacing it.&lt;br /&gt;
&lt;br /&gt;
The arcane mark is not restricted to any part of the target&#039;s body; it cannot be hidden from detection by covering it up.&lt;br /&gt;
&lt;br /&gt;
The arcane mark remains until it is replaced; it may persist even through death.&lt;br /&gt;
&lt;br /&gt;
===Additional Magnitude===&lt;br /&gt;
This ritual can affect additional characters from the same [[Groups#Covens|coven]]. Each additional character increases the magnitude by 1. Additional characters must be present throughout, and all characters targeted by the ritual receive the same arcane mark.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual is used when [[Conclave order#Conclave_order#Joining_an_Order|joining]] a [[Conclave order]]. Most civil servants associated with the [[Imperial Conclave]] have mastered the ritual and will perform it in return for the mana required. The ritual was adapted in the first years of the Conclave by [[Urizen]] magicians building on existing formulaic rituals that allowed the caster to mark the target as a member of a specific magical group; by expanding the range of targets and clever use of hearth magics involving identity and the nature of being an Imperial citizen, a ritual that allowed any Imperial citizen to mark any magician with the mark of one of the defined magical orders was created.&lt;br /&gt;
&lt;br /&gt;
A fascinating element of the ritual is that the purely political decisions of the [[Imperial Senate]] directly effect it. When a new order is formally created, or an existing order is destroyed, the marks change appropriately. There has been talk for some time among some members of the [[Unfettered Mind]] about an experiment to see what would happen if the Senate formally &#039;&#039;changed&#039;&#039; the symbol of an existing order - their assumption is that the symbol created with this ritual would change to match. So far, concerns that doing so might effectively dissolve the existing order have meant that they have been unable to get support for their experiment.&lt;br /&gt;
&lt;br /&gt;
Other magicians have drawn parallels between this ritual and the [[Religious_skills#Testimony|testimony]] of a priest. The parallels appear superficial; the arcane mark is not visible to a priest using the ceremony of [[Religious_skills#Testimony|insight]], or a mystic consuming [[Infusions_of_Feathers#Ravenwing Infusion|Ravenwing Infusion]]; it is visible only to magical detections such as Spell_list#Detect_Magic|detect magic]] or to those employing [[Infusions_of_Feathers#Magpie Infusion|Magpie Infusion]]. Even then, magical detection only allows the mark to be seen if the caster specifically uses the spell in that fashion, and when they do no other information is uncovered by their detection.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for the order the target wishes to join to pay the mana crystal needed to perform the ritual, especially when someone is an established magician changing an order for some reason. Some grandmasters try to organise meetings where several candidates can have the ritual performed on them at the same time, cutting down the amount of mana required to bring a group of new members into their order and adding to the drama of the experience.&lt;br /&gt;
 &lt;br /&gt;
A mark has a wider context than just showing a person to be a member of an order; divination magic grounded in the lore of Day can be used to discover basic information aboupeople who bear the same arcane mark as one of the [[Magic_overview#Contributors|contributors]] in the nearby vicinity. The civil service perform this ritual at the start of each summit as part of their task to provide the [[grandmaster]] of each order with a [[Grandmaster#Membership_List|list of members]] of their order.&lt;br /&gt;
&lt;br /&gt;
An unknown number of other versions of this ritual exist - some cults and secret societies use related rituals to create specific marks that are not compatible with the mark created by this ritual. In each case, these rituals create a single mark and are jealously guarded secrets.&lt;br /&gt;
&lt;br /&gt;
===OOC note===&lt;br /&gt;
A new character with the magician skill can join the order of their choice when they are created without needing access to the ritual; they are assumed to have been able to find the required mana crystal and someone to perform the ritual for them.&lt;br /&gt;
&lt;br /&gt;
It is not possible to &#039;falsify&#039; an arcane mark, whether one created by this ritual or a similar ritual. For example, if a secret order uses a variant of arcane mark to mark out their members, the only way to duplicate that mark is to through that specific formulaic ritual. It &#039;&#039;is&#039;&#039; possible for an Imperial citizen to spontaneously perform this ritual, however, as the ritual is part of Imperial Lore. &lt;br /&gt;
&lt;br /&gt;
It is important to note that this ritual does not create any sort of [[Spell_list#Create_Bond|bond]].&lt;br /&gt;
&lt;br /&gt;
==Performing the ritual==&lt;br /&gt;
Many magicians prefer to perform this ritual in the [[Hall of Worlds]]; some magicians say it strengthens the bond between the target and the magical order. The target often makes a point of touching or associating themselves with a physical symbol of the order; it&#039;s common for [[Navarr]] to cut or trace a stylised version of the symbol onto the skin of the target, while many [[Urizen]] and [[Highguard|Highborn]] prefer to receive the ritual from someone who is already a member of their preferred order, strengthening bonds of connection and loyalty. [[Lann]] is often evoked during the performance, as are the virtues of [[Loyalty]], [[Pride]] and [[Ambition]] (and the associated paragons and exemplars).&lt;br /&gt;
&lt;br /&gt;
A common thread in any casting is that the target recites a short catechism, or makes a short statement, about their belief in magic and why they choose to join this order. Some rituals involve recitation of the manifesto of the order, or an almost Hermetic series of questions and answers between the ritualists and the targets. &lt;br /&gt;
&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Conclave order]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Declaration&amp;diff=23720</id>
		<title>Declaration</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Declaration&amp;diff=23720"/>
		<updated>2014-04-07T17:28:27Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Bequests to the Conclave are handled by Endowment, not Concord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Conclave has a number of powers to enable them to fulfil their constitutional role to support the proper use of magic by the Empire. These powers are grouped together as the Declarations of the Conclave. Declarations are used by the Conclave to determine policy and to appoint citizens to the Imperial titles appointed by the Conclave. They always require a vote by the assembled Imperial magicians to pass. &lt;br /&gt;
&lt;br /&gt;
A declaration can generally be thought of as a short sentence beginning &amp;quot;&#039;&#039;The Imperial conclave declares ...&#039;&#039;&amp;quot; and then a single specific thing such as &amp;quot;&#039;&#039;...that I am Archmage of Winter&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;...that Sadogua should be considered an ally of the Empire.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
===Raising a declaration===&lt;br /&gt;
A declaration is placed on the [[Conclave_session#Setting_the_Agenda|agenda]] for the next [[Conclave session]]. Placing a declaration costs a mana crystal, which must be paid when the declaration is raised. The civil servant records the name of the person raising the declaration and the specifics of what that declaration is about. For example &amp;quot;&#039;&#039;Xavier i Guerra raises a Declaration of Sorcery against Pieter Vanderhooven&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;Lebannon of Haros Water raises a Declaration of Candidacy for the title of Archmage of Winter&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The [[grandmaster]] of each [[Conclave order|order]] has a power called the [[Grandmaster#Veil of night|veil of night]] which allows them to raise a declaration to the agenda without revealing any specifics of that declaration, in which case it is recorded as &amp;quot;&#039;&#039;&amp;quot;The Grandmaster of (Order) raises a declaration.&#039;&#039;&amp;quot;&lt;br /&gt;
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===Presentation===&lt;br /&gt;
The format follows the approach used for an [[address]]. Each declaration in turn is announced by the civil service, in the order in which they were placed on the agenda. The individual who raised the declaration to the agenda then has one minute to present their position, they must [[Principle of Proportions|spend crystal mana]] if they wish to [[Conclave_session#Speaking_before_the_Conclave|speak]] for longer.&lt;br /&gt;
&lt;br /&gt;
===Debate===&lt;br /&gt;
After the declaration has been presented, those present may pay mana for the right to [[Conclave session#Speaking before the Conclave|discuss]] the subject, in order determined by the [[Principle of Precedence]].&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
After the discussion is complete, every Imperial magician present may vote in favour or against, or may choose to abstain. If more magicians vote in favour than vote against, the declaration is carried. In the case of a tie, the declaration is considered to have failed.&lt;br /&gt;
&lt;br /&gt;
The civil servants supporting the meeting may choose to count votes on a general aye or nay where the outcome is very clear. If voting is required, magicians normally vote by raising their hands and are counted out by order with civil servant counting independents and verifying any counts.&lt;br /&gt;
&lt;br /&gt;
==List of Declarations==&lt;br /&gt;
===Declaration of Candidacy===&lt;br /&gt;
The Conclave can declare someone to hold a specific title controlled by the Conclave. This is most commonly used to propose someone for the title of [[archmage]], [[Warmage]] or [[Dean of the Lyceum]], but there are a number of other temporary or permanent positions that might be allocated using this declaration. Occasionally, this declaration has been used to simply remove someone from their position, by declaring that their post should be filled with &#039;&#039;nobody&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is typical for the civil service to group all declarations of candidacy that effect the same position together at the point on the agenda where the last one was raised and conduct a single vote for the position. In this case, each individual who has raised that declaration makes a presentation in the order they raised their candidacy, then a single discussion takes place followed by a single vote. The candidate with the most votes takes the title.  &lt;br /&gt;
&lt;br /&gt;
The incumbent does not automatically get to make a presentation - although there is nothing to stop them raising themselves as a candidate if they realise someone is challenging for their title. They may speak normally during the discussion period, and the incumbent is automatically presented as an option during the voting process without the need for a separate declaration.&lt;br /&gt;
&lt;br /&gt;
A Declaration of Candidacy comes into legal effect at the end of the session, after all the [[gambit|gambits]] are resourced. It is the responsibility of the previous holder of the title to ensure that all regalia passes to the new title holder speedily and with the minimum of fuss.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Concord ===&lt;br /&gt;
The Conclave makes an agreed upon statement of belief, intent or support. It has no binding legal element but clearly expresses the intent of the Conclave. It is often used to decide that the Conclave agrees to bring a matter before the [[Imperial Senate|Senate]], and potentially to nominate someone responsible for liasing with the [[Senator|senators]] to raise a motion there.&lt;br /&gt;
 &lt;br /&gt;
Occasionally the Declaration of Concord is used in advance to declare that a specific magical act will not be considered sorcery. In 326YE for example, a number of [[Curse|curses]] were placed on individuals who had been identified by the [[Shuttered Lantern]] as supporters of the [[Briar|briars]] involved in the [[Freedom Heresy|Freedom heresy]]. Given the personal power of several of these individuals, the covens involved sought this Declaration immediately before placing the curses and used it (successfully) as a defence when magicians associated with the [[Imperial Senate]] and [[Imperial Synod]] tried to have them declared sorcerers in the aftermath.&lt;br /&gt;
&lt;br /&gt;
The Declaration of Concord has also been used to set in motion the sequence of events that lead to the [[Conclave_order#Creation_and_Dissolution_of_an_Order|creation or dissolution of a Conclave order]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Endowment===&lt;br /&gt;
Any mana or illium that the Conclave owns is automatically added to the Font - for distribution between the orders. Other property, such as [[Game_items#Materials|materials]], items, money and even resources, are not added to the Font - they remain the property of the Conclave until they are distributed by a Declaration of Endowment.&lt;br /&gt;
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Anyone raising a Declaration of Endowment must state what property of the Conclave they wish to transfer and who to. The recipient may be any Imperial citizen - but it can also be one or more of the Conclave orders. Any resources, items or riches endowed on an order are added to that order&#039;s vaults. They may only be accessed thereafter via a gambit.&lt;br /&gt;
&lt;br /&gt;
The Conclave cannot rescind a Declaration of Endowment; once passed the item or items become the full legal property of the recipient. The Conclave can indicate that they &#039;&#039;expect&#039;&#039; a magician to bequeath an item to the Conclave when they are finished with it, but they cannot create a legal obligation to do so as part of a Declaration of Endowment. If the Conclave is bequeathed a resource that provides an ongoing income then they may either pass a declaration to endow the resource - or instead endow some portion of the income accrued to date.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Sorcery===&lt;br /&gt;
The Conclave may declare a magician to be a sorcerer. The most common reason for this declaration is as a result of an abuse of &#039;legal curses&#039; against citizens or allies of the Empire, or against those engaged in suspect trade of magical resources (often in conjunction with a legal penalty assessed by an [[Imperial magistrate]]). If this Declaration is made:&lt;br /&gt;
&lt;br /&gt;
* the sorcerer is prohibited from contributing to rituals.&lt;br /&gt;
* the sorcerer is prohibited from carrying or using crystal mana.&lt;br /&gt;
* the sorcerer is not permitted to run a mana site; the resource is confiscated by the civil service.&lt;br /&gt;
* the sorcerer cannot hold any title within the Imperial Conclave.&lt;br /&gt;
* the sorcerer cannot use mana to raise an item to the conclave agenda.&lt;br /&gt;
* the sorcerer cannot use mana to speak before the conclave.&lt;br /&gt;
&lt;br /&gt;
All crystal mana owned by someone declared to be a sorcerer is legally forfeit to the Conclave. A sorcerer who violates these prohibitions will be subject to arrest and trial before a [[Imperial Law|magistrate]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Reconciliation===&lt;br /&gt;
The Conclave may reconcile a sorcerer with the Empire. If this declaration is made, all rights that were taken from them are returned. They regain possession of any confiscated mana site, but not of any crystal mana it may have produced while they were sorcerers.&lt;br /&gt;
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This declaration can also be used to remove or modify a ban placed by the [[#Declaration of Interdiction|declaration of interdiction]].&lt;br /&gt;
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===Declaration of Amity===&lt;br /&gt;
The Conclave may declare a specific [[Eternals|Eternal]] is an ally of the Conclave. Members of the Conclave are encouraged to demonstrate courtesy and even aid these Eternals, or their Heralds, where it is possible for them to do so. The Eternal, and any assciated Heralds, gain the rights of [[Amity and Emnity|Amity]]. This declaration overturns a [[#Declaration of Enmity|declaration of enmity]].&lt;br /&gt;
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===Declaration of Enmity===&lt;br /&gt;
The Conclave may declare a specific [[Eternals|Eternal]] to be an enemy of the Empire. If this declaration is made, it becomes dangerous for anyone to consort with the Eternal named in this declaration, or with their Heralds. Such an act usually results in the offender being declared a sorcerer, but they may also face investigation by a magistrate for treason. Having [[Amity and Emnity|emnity]] from the Conclave brings with it a number of other drawbacks. It automatically overturns a [[#Declaration of Amity|declaration of amity]].&lt;br /&gt;
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===Declaration of Neutrality===&lt;br /&gt;
This declaration removes either amity or emnity from a specific target and returns them to a neutral legal status. Any benefits gained from, or penalties imposed by, the previous status are lost at the end of the conclave session.&lt;br /&gt;
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===Declaration of Imperial Lore===&lt;br /&gt;
Rituals that are part of Imperial Lore are widely available to any Imperial citizen. New rituals may be added to Imperial Lore by this declaration. The declaration instructs the civil service to arrange for a specific ritual be added to the body of Imperial Lore, allowing magicians all over the Empire to receive training in the ritual. This process requires three things:&lt;br /&gt;
* A copy of a ritual text detailing the ritual which is used up as part of the process&lt;br /&gt;
* A succesful Declaration of Imperial Lore&lt;br /&gt;
* Ten thrones which are given to the civil service to pay for distribution of the ritual&lt;br /&gt;
Once a ritual is added to Imperial Lore it is functionally impossible to remove it. The best the Conclave can do is attempt to declare performance of the ritual to be sorcery with the [[#Declaration of Interdiction|Declaration of Interdiction]]. In the past, the Conclave has often approached the [[Imperial Senate]] for assistance paying the ten Thrones, but this requires a separate motion from the Senators.&lt;br /&gt;
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===Declaration of Interdiction===&lt;br /&gt;
The Conclave may censor rituals that represent a significant magical danger to the Empire. They can use this declaration to add a specific magical ritual to the list of proscribed effects. It doesn&#039;t prevent knowing the ritual, but it means that producing the magical effect that that ritual creates is [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|henceforth illegal]].&lt;br /&gt;
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===Declaration of the Balance===&lt;br /&gt;
This declaration requires every [[grandmaster]] pass a vote of confidence from the members of their order who are present. If the declaration succeeds then each order in turn votes whether to support for the grandmaster or not, starting with the order with the highest precedence. If the majority of members support their grandmaster, their position is safe; if the majority do not, then the grandmaster loses their position at the end of the conclave session, and the civil service arrange [[Grandmaster#Hustings|a new election]] before the next conclave session.&lt;br /&gt;
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[[Category:Conclave]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
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