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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Grace_that_comes_with_healing&amp;diff=139765</id>
		<title>Grace that comes with healing</title>
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		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;You&#039;re off your bloody rocker!&amp;quot; shouted Pietro.&lt;br /&gt;
&lt;br /&gt;
Pawdrig raised his tankard and slowly drained it. In truth, it was already empty, but the gesture gave him time to marshal his thoughts. He&#039;d been hoping for a better response than this when he joined the table.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look,&amp;quot; he responded. &amp;quot;All I&#039;m saying is that we should &#039;&#039;think&#039;&#039; about it. What&#039;s wrong with that?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is there to bloody think about? It&#039;s the {{Black Plateau}}! It&#039;s a great big steaming pile of shit and the sooner we&#039;re rid of it, the better. The. End.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
From the way Pawdrig&#039;s new drinking companions were eyeing him, it was clear he wasn&#039;t winning this argument. Not currently. He needed to change the framing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which is worse... the {{Black Plateau}}... or the Grendel?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;{{Black Plateau}}!&amp;quot; came a chorus of responses.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, right, but no. But think about it. The Grendel can&#039;t invade us while the {{Black Plateau}} is doing its thing, can they? If it goes away... maybe we all end up in the salt mines? Then what, eh?&amp;quot; He stared pointedly into the eyes of each of his fellow drinkers in turn to emphasise his point.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Can&#039;t is doing an awful lot of work there, buddy,&amp;quot; pointed out Anabetta, the bravo at the other side of the table.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah... he&#039;s right...&amp;quot; chimed in Graeme, the only other orc drinking with them. &amp;quot;Back when... well you know... back when... The Salt Lords were not up for a fight here. Not while the {{Black Plateau}} was doing its... thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You agree with this idiot?&amp;quot; demanded Pietro.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m not saying it &#039;&#039;can&#039;t&#039;&#039; happen.&amp;quot; answered Graeme. &amp;quot;But it&#039;s a big risk, innit? For them and us. I don&#039;t reckon they&#039;d do it unless they had no other cards left to throw down. But if Morning Glory puts it to sleep... well: suddenly it&#039;s a much better play... isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pawdrig leaned back in his chair and spread his hands wide to make it clear the orc had just won his argument for him.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 30%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Aquamarine pool.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last two years [[Ylenwe]] has aided multiple times with helping mend the damage from the &#039;&#039;scions&#039;&#039; of [[Cold Sun]]. Now, with Cold Sun increasingly a grim memory for the people of the Empire - though all too real a threat to the lands across the Sea of Steel - zie is reaching out in earnest to the Empire. It seems the &#039;&#039;Perfect Morning&#039;&#039; feels, with a year of friendship between them, that now is the time to talk of healing and harmony.&lt;br /&gt;
&lt;br /&gt;
==The Dam of Apstrus==&lt;br /&gt;
* &#039;&#039;&#039;The river Doubt in Apstrus has been dammed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreaming Spire has been completed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Icarion is thriving&#039;&#039;&#039;&lt;br /&gt;
For the last year, Ylenwe has provided succour to the people of Spiral. Zie sent forth her [[Daybreak_in_Spiral#The_Dawn_Chorus|Dawn Chorus]], a flock of strange winged beings with the approximate shape of a human or an orc but covered in white, dove-like feathers, and clad in shimmering robes. The Chorus has been a welcome sight for any traveller braving the wilds of [[Spiral]] in the last year, for in its presence the howling madness of the {{Black Plateau}} is reduced to a murmur. Yet the Chorus cannot be everywhere - its duty was to assist an Imperial army in the heroic task of [[387YE_Winter_Solstice_Senate_sessions#Construct_Apstrus_Dam|damming]] the River Doubt in [[Spiral#Apstrus|Apstrus]] and diverting a portion of its flow to [[Mareave#Icarion|Icarion]], as part of a wider effort to reduce [[Mareave|Mareave&#039;s]] aridity. The [[Towerjacks]] - and one lone military unit of &#039;&#039;&#039;Towlen Nighthaven&#039;&#039;&#039; - [[387YE_Winter_Solstice_Military_Council_orders#Towerjacks|have been hard at work]] this season doing exactly that.&lt;br /&gt;
&lt;br /&gt;
The dam itself is a stout building of practical Holbergian design - it is steadfast and well-built. Not perhaps beautiful in form, but still pleasing in the way it fulfils its function. The dam is carefully shaped. The most ingenious aspect of its construction is its paired [https://en.wikipedia.org/wiki/Spillway spillways]. The minor spillway faces south-east towards Mareave, through the narrow traveller&#039;s pass that links Apstrus and Icarion. This has always been a treacherous journey - now it is one that only an owner of a particularly sturdy raft could hope to contemplate, and they would be well-advised to have their affairs in order.&lt;br /&gt;
&lt;br /&gt;
The designers of the dam have carefully calculated the required flow such that as much water as possible is channelled to Icarion - but the narrows between the two territories can only carry so much water. As such, the dam also possesses a major spillway, an outflow that spills the excess water through the wooded ruins of the lower part of the region, down to [[Spiral#Apulian|Apulian]] below. Wags have taken to calling the two flows the Lesser and Greater Doubts, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Announced by Lucrezia Corvinascura, Chair of the Wolf&amp;quot;&amp;gt;To celebrate two years of friendship, prosperity, and the completion of the League&#039;s reckoning with Urizen, our premier building society - Red Raven Holdings - commissions this gift to our neighbours in Spiral: to build &amp;lt;u&amp;gt;The Dreaming Spire&amp;lt;/u&amp;gt; upon Mount Cinnius, Ankra, Spiral. It will serve as a home for the Omphalos of Urizen, the Library of Solen&#039;s Doubt, and all Urizen Spiralites, wherever they may be. Irrespective of political boundaries, the Omphalos is the heart of Urizen&#039;s people, with whom we are proud to live, side by side.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A good portion of Apstrus now lies below the waters, including the site of the grim battle of Solen&#039;s Doubt where the {{Black Plateau}} rose to full wakefulness. The spire of Solen&#039;s Doubt is gone now, lost beneath the waters, but the texts of its library that are the legacy of the dead to the living have been removed to the [[Custodian of the Omphalos|Dreaming Spire]], an [[Daybreak_in_Spiral#The_Omphalos|Omphalos]] marking the heart of the [[Urizen]] nation. A heart that will always lie here in Spiral now, even as the territory&#039;s fate is tied up with the city below rather than the spires above. &lt;br /&gt;
&lt;br /&gt;
The waters of the reservoir are calm and still - they show no sign of the pain or terror of the past, save for a few ruined spire-tops visible when the water is at a lower ebb. No restless dead wander here - the work of [[Damming_the_Doubt#The_Wards_of_the_Restless|Varushkan volhovs]] has seen those unfortunate souls either moved on or at least kept from haunting the dam and its reservoir. The [[Imperial Orcs]] have [[Damming_the_Doubt#The_Bones_of_the_Fallen|worked especially hard]] to ensure that no bones of their kin lie here, and the names of their fallen lost at Solen&#039;s Doubt have been [[Construct_Apstrus_Dam|inscribed painstakingly]] into the brickwork of the dam. &lt;br /&gt;
&lt;br /&gt;
There is a fundamental air of solemnity and finality to Apstrus now. There have been ruined spires for a long time here, but now they have a weight to them - what an Imperial Orc might call an air of &#039;&#039;worth&#039;&#039;. The efforts to ensure that the Dam of Apstrus is a monument to solemn finality and the remembered dead have quelled any fears that restless spirits would trouble the region, but nevertheless that sense of finality now gives the region the &#039;&#039;ruins&#039;&#039; quality. The spreading delta formed by the Greater Doubt - whose waters once reached the sea through many disparate narrow streams and tributaries rather than a great outflow - has naturally flooded the lower portion of the region, and so it also gains the &#039;&#039;marsh&#039;&#039; quality.&lt;br /&gt;
&lt;br /&gt;
===Clear Waters in Icarion===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kirriemuir Campgrounds&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Icarion, Mareave&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 mithril and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Keeper of the Kirriemuir Campgrounds, and encourages Yerende settlement in the region.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year or until the situation materially changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Keeper of the Kirriemuir Campgrounds&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Imperial Orc&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Imperial Orc Senators&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 4 pawns of Day vis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To ensure that the Kirriemuir Campgrounds remain a tranquil beauty spot for the weary traveller&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Icarion is quickly becoming an oasis&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to develop the Kirriemuir campgrounds into a beauty spot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This will encourage members of the Yerende sept to settle in Mareave&#039;&#039;&#039;&lt;br /&gt;
Ylenwe&#039;s heralds have been seen often in Icarion. Even amidst the fighting in the territory, they have found places of tranquil harmony here, by the waters that flow ever-freer day by day. One such place is the small campground and traveller&#039;s post known as Kirriemuir. Kirriemuir was long just a bend in the road - barely anyone lived there, and it was just one stopping-place amidst Icarion&#039;s dry foothills. Now it is growing day by day. There are [[Sannite|Sannites]] here, but also a burgeoning community of [[Yerende]], who have made the long journey south to make a home here, where there is now no shortage of gardens to tend. &lt;br /&gt;
&lt;br /&gt;
A fresh spring has arisen here, amidst a newly-formed [[Realm#Day|Day]] [[regio]], the groundwater of Mareave finally spilling over after centuries of parched neglect. The waters fizz as they come from the ground, not with the primal strength associated with Spring but a calming burbling fizz that carries pleasantly on the air. Where the fizzing waters have arisen, Ylenwe&#039;s heralds have begun to walk. They offer fresh mineral water from the spring to weary travellers, and a listening ear for those tormented by the travails of life or recovering from time on the front lines. The waters of Kirriemuir taste wonderful - not the neutral refreshment of pure water, but a textured taste that only geology and aeons of time can render. They have curious magical properties too: when mixed with a few simple dyes, they make an excellent base for the substance known as [[Vis#Prismatic_Ink|prismatic ink]].&lt;br /&gt;
&lt;br /&gt;
There is an [[opportunity]] here. The Senate could develop Kirriemuir into a beauty spot and create the title of Keeper of the Kirriemuir Campgrounds. This would result in a sinecure providing four [[Vis#Prismatic_Ink|prismatic ink]] every season. Moreover, developing the campground will increase the size of the Yerende community here; the region will gain the &#039;&#039;Yerende&#039;&#039; keyword. The heralds have indicated that they are happy to continue dwelling here if Perfect Morning retains [[Alignment#Amity|amity]], but the effervescent waters of Kirriemuir are likely to continue flowing with or without them - their presence is a symptom of what has happened here, not its cause.&lt;br /&gt;
&lt;br /&gt;
==Sing a Song of Solace==&lt;br /&gt;
* &#039;&#039;&#039;Ylenwe has conceived of a way to bring harmony to the {{Black Plateau}}&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The solution requires a perfect piece of music and somewhere to perform it&#039;&#039;&#039;&lt;br /&gt;
Ylenwe has enjoyed a year of amity because the [[eternal]] promised to use the time to study the {{Black Plateau}}. The hope was to find a lasting solution to protect Spiral from its pernicious influence. While [[Spiral#The_Block|the Block]] screens those who dwell in the spires or densely-packed streets of Apulian, that still makes travel in the territory uniquely perilous - even the [[My_friends_are_my_estate#The_Dark_Mesa|recent proposals]] to build a fortification on the edge of the dark mesa would not wholly solve this problem. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Morningstar&#039;&#039; has completed a great study of the {{Black Plateau}} but zie is no closer to understanding how it was made than when zie began. &#039;&#039;Childe of Gentleness&#039;&#039; believes it is fundamentally not a creation of ritual magic. While ritual magic has exacerbated it in the past, especially the rituals of Night, it is fundamentally some magic of the mortal world that it is beyond zir nature to understand in its construction - some manipulation of the very essence of the world itself that zie cannot perceive.&lt;br /&gt;
&lt;br /&gt;
Though the Dove has no answer to the question posed by the {{Black Plateau}}, zie &#039;&#039;has&#039;&#039; discovered a remedy - music. Many eternals have some interest in music - not least Sung, who has [[Never ending or beginning|her own interests in Spiral]] - but one of its clearest advocates was always Ylenrith. That passion endures, though Ylenwe&#039;s interest is focused on its capacity to bring inner harmony and a sense of numinous clarity. Zie is still interested in the perfection of music in its technical aspect, as Ylenrith was, and they are greatly appreciative of the craft of composition. But the Dove is clear that zie believes music has a capacity to uplift and help those who hear it find inner perfection. The {{Black Plateau}} is disharmony incarnate - what better way to soothe it than music?&lt;br /&gt;
&lt;br /&gt;
The land itself cries out an endless song of anger and pain, disharmonious mourning for folly and grief, loss and faithlessness. Ylenwe&#039;s heralds note that the &#039;&#039;First Companion&#039;&#039; too, is a being hurt and healing - but who, through music has found a way to love zirself again. To quiet the {{Black Plateau}} needs the same approach. First, the right piece of music is needed, something mathematically perfect. Secondly, an appropriate place must be built for that music to be played, and carried in a chorus by Ylenwe&#039;s servants.&lt;br /&gt;
&lt;br /&gt;
===A Piece Apart===&lt;br /&gt;
* &#039;&#039;&#039;Ylenwe has found a piece of perfect music&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal entreats Hieronymus Dowland to perform the piece at 13:00 on Saturday in the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
Where there is sorrow, there is a chance for the grace of healing. Some time ago, Dove charged zir heralds with finding someone capable of producing a mathematically perfect piece of music. Since Morningstar took that step first, zie did not know why it was needed then. Time has brought clarity to what was obscured; causality is a strange thing in the realm of Day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hieronymus Dowland&#039;&#039;&#039; of [[Dawn]] was identified as the optimal candidate, someone zie hoped to name the Chosen of Ylenwe. Unfortunately, due to a series of miscommunications - for which the Dove seems to blame zirself above all else - the eternal has not yet been able to meet with Hieronymus, nor hear the piece. However, the Dove now knows that Hieronymus&#039;s piece of music must be the foundation-stone for the chorus that can soothe the rageful stones of [[Spiral#Screed|Screed]].&lt;br /&gt;
 &amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:Ylenwe001.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The Dove wishes to hear the piece - and indeed, have it be heard in public - and to discuss the matter with Hieronymus. As such, zie humbly requests Hieronymus perform his piece to a public audience in the Hall of Worlds at 13:00 on the Saturday of the Spring Equinox. The Morningstar accepts that the worthies of the Empire have many demands on their time, but the [[High Bard of the Empire|High Bard]], the [[Archmage of Day]], and the Maestro of the [[Arranging grace|Cat&#039;s Graces]] (if they exist), are all welcome to join the audience if they are free. Indeed, any and all are invited to attend and to listen - provided that all understand that the purpose of the meeting is to give Hieronymus a chance to perform the perfect music he has crafted.&lt;br /&gt;
&lt;br /&gt;
If Hieronymus wants to adapt the piece now he understands its purpose, he is welcome to do so, but zie assures him it is not necessary. The harmonious foundation the musician has already created is more than sufficient for what is required. If the composer can provide Ylenwe with the notation for the piece, so much the better, but again there is no requirement to do so.&lt;br /&gt;
&lt;br /&gt;
===The Stone Becomes the Foundation===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Harmonious Chimes&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Edifice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Screed, Spiral&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 13 white granite, 13 mithril, 14 ilium, and 78 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Requires Hieronymus Dowland to agree to allow his music to be used by Ylenwe to calm the {{Black Plateau}}&lt;br /&gt;
* Opportunity ceases to be available if Ylenwe is placed under enmity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Creates a ring of amplifiers around the {{Black Plateau}} that, in conjunction with perfect music, soothe it to quiescence for a year&lt;br /&gt;
* Creates opportunities to find ways to deal with the threat of the {{Black Plateau}} permanently&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year or until the situation materially changes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ylenwe has presented plans to help quiet the {{Black Plateau}}&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plan involves the creation of thirteen pillars in a golden spiral&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The performance of Hieronymus&#039; perfect harmony is part of this plan&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Pathway to Serenity&#039;&#039; envisages the creation of a ring of thirteen monoliths of [[mithril]] and [[ilium]] in a [https://en.wikipedia.org/wiki/Golden_spiral Golden Spiral] spinning out from the centre of the {{Black Plateau}}. The position of each has been carefully calculated by Ylenwe, starting from a point of perfect stillness, at the centre and radiating outwards to reach the borders of [[Spiral#Screed|Screed]].&lt;br /&gt;
&lt;br /&gt;
Working with the Empire&#039;s magicians, Cradlesong could give light to a Day regio there, on the border, at the point where the silence meets the storm. That spot would be become an Island of Solace, protected by the power of the regio from the chaos of the rest of the Plateau. Once complete, members of the Dawn Chorus would perform on the Island itself, ideally alongside Imperial magicians. The refrain they would take up - the refrain made resonant in the edifice&#039;s very construction - would be Hieronymus&#039; piece. &lt;br /&gt;
&lt;br /&gt;
It is the fact that it is a piece made by mortal hands that is the key, it seems. Indeed, &#039;&#039;Epsilon Close&#039;&#039; is clear that zir magic would not have sufficed. Zir nature as Ylenwe, not Ylenrith, was necessary to understand the harmony required, but it is not a harmony zie is capable of reproducing alone. The Black Plateau is a mortal barbarity, and what mortal hands made only mortal hands can destroy. This has resulted in the fortunate side-effect being that Ylenwe does not require the cession of the edifice for it to function.&lt;br /&gt;
&lt;br /&gt;
The harmony of the music and the disharmony of the {{Black Plateau}} would weave together, lulling it back to a state of relative quiescence - quieter than it has been in several generations. This effect would last for only a single year, and intense fighting, violence, or outbreaks of fear and anger amongst the people of Spiral would surely foreshorten the duration. For those four seasons, however, the beating heart of despair at the heart of Screed would be &#039;&#039;quiet&#039;&#039;. Travellers in the wilds of Spiral would no longer be assailed, at least not while the Chorus still sang.&lt;br /&gt;
&lt;br /&gt;
If the plateau can be quieted with harmony, then Ylenwe reasons that the knot of anger and hate and fear that is embedded at its heart could, metaphorically, be unwound permanently. Exactly how it can be done and what it, Screed, and Spiral might look like if this were achieved, Ylenwe cannot say. Such things are not within the purview of the Perfect Morning: that would be a matter for mortals. All zie can say, with the certainty of a Hierarch of Sea and Sky, is that it &#039;&#039;can&#039;&#039; be done and that the harmonious music and the ring of resonant amplifiers is the first step.&lt;br /&gt;
&lt;br /&gt;
Once it is quiescent, then the Empire could send [[Appraisal|prognosticators]] to study the {{Black Plateau}} to try to solve the problem more permanently. Likely it will need careful study by the best minds of Imperial magic. The right [[Conclave order|order]] might be able to properly understand how it exerts its influence and how to counter it. It would be a race against time, given that whatever they discovered would need to be put into operation as swiftly as possible. Ylenwe has no doubt, however, that the Empire can succeed.&lt;br /&gt;
&lt;br /&gt;
Morningstar invites any who wish to be part of this discussion to attend the performance of the piece, so that the matter may be talked about with more confidence afterwards. Zie hopes that Hieronymus will also stay and assist zir in these discussions - as a being of Day, &#039;&#039;Nested Interval&#039;&#039; occasionally struggles to communicate clearly zir intent and motivations.&lt;br /&gt;
&lt;br /&gt;
===A Discordant Solo===&lt;br /&gt;
* &#039;&#039;&#039;Pawdrig duSesna points out that Apulian could be argued to benefit from the presence of the {{Black Plateau}}&#039;&#039;&#039;&lt;br /&gt;
The idea of quieting the {{Black Plateau}} is popular with many, but not everyone thinks it is a good idea. There&#039;s always someone who thinks something is a bad idea, and so it proves. &#039;&#039;Pawdrig&#039;&#039;, a member of the duSesna Guild of Reckoners, cannot help but point out that the Block has proved largely effective at keeping the influence of the {{Black Plateau}} out of the city of Apulian. That&#039;s not a reason to leave it active, of course, but there is some evidence that the {{Black Plateau}} has &#039;&#039;also&#039;&#039; kept the Grendel armies out of Spiral. Pawdrig is quite blunt about it - &#039;&#039;&amp;quot;It&#039;s all well and good to run round bringing harmony to the {{Black Plateau}} or whatever it is the Big White Bird wants to do, but it&#039;ll be one bloody expensive concerto if it opens the door to a Grendel invasion...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Discussion of the matter with any well-connected Apulian orcs confirms that the Salt Lords Council are notoriously jumpy about the {{Black Plateau}}. They lost entire armies when it exploded - the experience left them wary of risking an invasion. Of course nothing is guaranteed, but once they discover the {{Black Plateau}} is &#039;&#039;quiet&#039;&#039;, any &amp;quot;protection&amp;quot; it did provide would quickly evaporate.&lt;br /&gt;
&lt;br /&gt;
==On Wings to Perfection==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Cultivator of Solace&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Chosen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Eternal&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Income:&#039;&#039;&#039; &lt;br /&gt;
* One Dove&#039;s Feather each season&lt;br /&gt;
* Up to five prismatic ink each season&lt;br /&gt;
* A magical musical instrument once a year &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039;&lt;br /&gt;
* To bring harmony where there is discord&lt;br /&gt;
* To spread appreciation for the arts of music and mathematics&lt;br /&gt;
* To represent Ylenwe in zir dealings with the Empire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ylenwe plans to choose an Imperial citizen to be zir Cultivator of Solace&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Pathway to Serenity&#039;&#039; also believes the time is right to invite an Imperial citizen to become zir &#039;&#039;Cultivator of Solace&#039;&#039;. Zie intends to offer the position first to Hieronymus Dowland, but if they decline zie intends to find another prepared to take up the post. The Cultivator is charged with striving to bring solace to places with a troubled history of sorrow and pain, like Spiral. They would also be responsible for spreading appreciation for the arts of music and mathematics, as well as soothing troubled spirits and working to make the Empire a more harmonious place.&lt;br /&gt;
&lt;br /&gt;
Being Ylenwe&#039;s chosen instrument to cultivate solace within the Empire brings with it certain boons from the eternal. Zie would provide them with a &#039;&#039;Dove&#039;s Feather&#039;&#039; each season - a unique item that could be activated once to send a short message to the eternal. This is intended to allow the Cultivator to keep Ylenwe informed about their efforts to bring harmony and solace to the Empire, both what they have done and what they intend to do. It is zir expectation that the Cultivator would work to identify people and places in need of peace, harmony, or tranquillity and do their best to foster them. &lt;br /&gt;
&lt;br /&gt;
The eternal would offer zir aid when zie was able to. As long as the message shows the Protector is working towards the shared goal of harmony, zie would provide them with as many as five vials of [[prismatic ink]] each season. The Cultivator should not expect to hear from Ylenwe unless zie had something important to say, but if they received the vis from their patron, they could take that as a sign that they still enjoyed the eternal&#039;s favour.&lt;br /&gt;
&lt;br /&gt;
Finally, zie would provide the Cultivator with a musical implement (a form of [[magic items|magic item]]) each year, an &#039;&#039;Instrument of Harmony&#039;&#039; that would empower the Day lore and Night lore for the ritualist who was bonded to it and played it during the performance of a ritual. The Cultivator could use the instrument themselves, or provide it to another who would use it to pursue harmony.&lt;br /&gt;
&lt;br /&gt;
Unlike an [[Imperial title]], Ylenwe would choose who held the position. Being the Cultivator of Solace would not make one ineligible to hold an Imperial title, but it &#039;&#039;could&#039;&#039; invite questions about &amp;quot;split loyalties&amp;quot;. Ylenwe zirself is less inclined to choose someone as zir Protector who already holds a title, as they would already have calls on their Loyalty and their time. The Cultivator would serve as long as they wish, or until Ylenwe feels that their cooperation has achieved everything together that is possible. Whoever is chosen is not subject to [[revocation]] nor even the [[Writ of Excommunication|writ of excommunication]] - because it is not an Imperial title. If the &#039;&#039;Pure Morning&#039;&#039; is placed under [[Alignment#Enmity|enmity]], however, they may be called on to prove they have severed ties with Ylenwe or else be charged with receiving aid from an eternal enemy of the Empire.&lt;br /&gt;
&lt;br /&gt;
Ylenwe asks that Hieronymus consider the matter prior to the meeting in the Hall of Worlds and express their decision as to whether to take up the post at that time. Zie wishes them to understand that there is no obligation, nor will zie be offended if they decline.&lt;br /&gt;
&lt;br /&gt;
==Harmony in Mind and Body==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Appraise Ylenwe&#039;s Aid&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; [[Appraisal]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; Prognosticator chosen &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Presents opportunities agreed with the eternal Ylenwe, for them to render aid to the Silver Chalice&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Requires a change to the manifesto of the Silver Chalice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039;&lt;br /&gt;
* Until the end of the Summer Solstice 388YE&lt;br /&gt;
* Only available while Ylenwe is not under enmity&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A herald of Ylenwe wishes to discuss holistic medicine and wellbeing with members of the Silver Chalice&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Asymptotic Blessing hopes to encourage the order to re-examine their manifesto&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If that happens, the eternal would work with the Prognosticator&#039;s Office to find ways to support the Silver Chalice&#039;&#039;&#039;&lt;br /&gt;
When zie visits the Hall of Worlds to hear Hieronymus&#039;s work, zie will not come alone. Zie is bringing one of their most beloved heralds, &#039;&#039;Asymptotic Blessing&#039;&#039;, as well as a few of Asymptotic Blessing&#039;s fellows. &lt;br /&gt;
&lt;br /&gt;
Asymptotic Blessing has been given the task by Ylenwe to focus on another aspect of zir interests; the arts of holistic healing. Over the last year, as Ylenwe has enjoyed the amity of the Conclave, zir heralds have been a quiet presence throughout the Empire. They are genial white-feathered humanoids with a silvery teal sheen to their skin, who seem drawn to places of contemplation or healing. Notably, however, they have eschewed hospitals and places where the art of the physick is practised in its conventional form. Ylenrith used to encourage healers to explore and embrace advances in medical sciences, moving away from superstition and tradition, but Ylenwe is known to favour an approach to medicine which emphasises finding the root cause of illness rather than focusing on treating symptoms, and recognising the link between the body and the spirit.&lt;br /&gt;
&lt;br /&gt;
Asymptotic Blessing wishes to speak to the [[Grandmaster]] of the [[Silver Chalice]] and other members of her order. He - and by extension Ylenwe - would be delighted to discover if the Grandmaster sees things as they do. Currently, the order&#039;s constitution puts a heavy emphasis on medicine - on working with physicks and apothecaries, and on the precise and surgical nature of physical healing. This has its place - though healing as an expression of irrepressible life is more of an expression of the Primal Forest than the Cascading Skysea. The hope, however, is that the Silver Chalice might be open to a holistic view of the healing arts, one which nourishes the spirit as much as the body, aching heart as much as stinging wounds.&lt;br /&gt;
&lt;br /&gt;
Asymptotic Blessing doesn&#039;t want to come with a particular set of prescriptions. It would just like to have an open conversation with the Grandmaster about the order&#039;s constitution - to explore the limits of what could and couldn&#039;t change. If a set of proposals could be found that Asymptotic Blessing and his fellows thought better reflected Ylenwe&#039;s holistic view of the healing arts, and the Senate approve the change to [[Silver_Chalice#The_Manifesto|the Order&#039;s manifesto]], it could unlock many benefits.&lt;br /&gt;
&lt;br /&gt;
If that happened, Ylenwe&#039;s heralds would bequeath 2 pawns of prismatic ink each season to the order for as long as they did not have enmity. In addition, the Senate could order an [[appraisal]] of all the ways that Ylenwe might work with the [[Conclave order]] to support them. Heralds of the Day eternal would work with members of the Prognosticator&#039;s Office (or the Beurteilung) to produce a set of proposals that were acceptable to Ylenwe, which the Empire would then be free to consider at their leisure.&lt;br /&gt;
&lt;br /&gt;
Asymptotic Blessing&#039;s plan is to arrive with at least one companion alongside Ylenwe in the Hall of Worlds, to listen to the perfect piece that will be performed. Afterwards, they hope to find a corner of the Hall of Worlds for him and his fellows to talk with the Grandmaster and those she wishes to involve in the discussion. The herald would welcome the presence of the [[Archmage of Day]] if they are available - to assist with the discussions - presumably a different corner to where the eternal is in counsel with those considering the fate of Spiral and the {{Black Plateau}}.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Silver Chalice]]&lt;br /&gt;
* [[Spiral]]&lt;br /&gt;
* [[Mareave]]&lt;br /&gt;
* [[Ylenwe]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ylenwe&amp;diff=139648</id>
		<title>Ylenwe</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ylenwe&amp;diff=139648"/>
		<updated>2026-06-01T21:56:39Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=YlenrithArt.jpg|title=&amp;quot;The Swan&amp;quot; artist unknown. Part of the Sunspire collection, auctioned in 125YE to raise funds for the construction of the Halls of Knowledge. Current whereabouts unknown.|caption=In the past, &#039;&#039;the Swan&#039;&#039; was concerned with purity and harmony. Recent changes have seen the eternal undergo a subtle but profound transformation and adopt a new identity.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Eternal of Day==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Ylenwe is called &#039;&#039;the Dove&#039;&#039;, sometimes &#039;&#039;Dove of the Perfect Morning&#039;&#039;. Since zir reemergence, zir heralds have begun using names such as &#039;&#039;Morningstar&#039;&#039;, &#039;&#039;Pathway to Serenity&#039;&#039;, &#039;&#039;Nested Interval&#039;&#039;, &#039;&#039;Cradlesong&#039;&#039;, and variations on these themes. Zie has less well-known sobriquets than many other eternals, but as zie finds strength and healing in the aftermath of the [[Cold Sun]] crisis, zie appears to be finding zirself equipped with more and more.&lt;br /&gt;
&lt;br /&gt;
Zie uses zie/zir/zirself pronouns almost exclusively.&lt;br /&gt;
==Appearance==&lt;br /&gt;
Ylenwe (&#039;&#039;Il-LEN-way&#039;&#039;) appears as a humanoid, often with strong [[merrow]] characteristics. Zie is neither female nor male, although zir physical form may suggest elements of any gender. Zie is usually dressed simply in a single pale colour, often white, light green or soft pastel blues. Zie usually wears a cloak of white feathers, and a belt of silver scales. Zie always speaks quietly, never raising zir voice except to sing.&lt;br /&gt;
&lt;br /&gt;
As with [[Roshanwe]], the eternal is said to make zir home at the point where the ocean of the realm of Day rises to touch the sky. Also like Roshanwe, zie expresses emotions such as bittersweet joy and quiet sadness in a way that is comprehensible to humans. While zie is clearly a creature with great emotional depth, zie rarely expresses those emotions - and when zie does zie does so through the medium of song.&lt;br /&gt;
&lt;br /&gt;
Ylenwe claims that zie never lies - that lying creates unnecessary dissonance - but this claim is difficult to substantiate.&lt;br /&gt;
&lt;br /&gt;
The Dove is often accompanied by one or two heralds; they are generally either musicians or mathematicians and some observers have suggested that they treat Ylenwe with a kind of restrained awe or worship that can be slightly unsettling.&lt;br /&gt;
&lt;br /&gt;
==Concerns==&lt;br /&gt;
Prior to 384YE, Ylenwe was strongly associated with concepts of purity and harmony. After the [[Have_you_seen_me_lately#Ylenrith|Spring parley]] with [[Archmage of Day]] Skywise Gralka, it seems that zie has undergone a subtle but far-reaching transformation. Zie has abandoned the pursuit of purity, and taken on a new name. Focus, clarity, calm, and reason remain powerful touchstones as far as Ylenwe is concerned, but the emphasis is on working toward achieving harmony rather than destroying things that are &amp;quot;corrupt&amp;quot; or &amp;quot;impure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In [[381YE_Winter_Solstice_Conclave_sessions|Winter 381YE]], as a result of allegations regarding the kidnap of Imperial citizens, Ylenwe was declared an [[Alignment#Enmity|enemy of the Empire]] by the [[Conclave]]. A [[Archmage#Parely|parley]] was [[Shake_it_off#Swan.27s_Polite_Request|requested]] by the eternal in Winter 384YE, and the [[Archmage of Day]] at the time met with zir [[Have_you_seen_me_lately#Ylenrith|during the Spring Equinox]]. Ultimately, Ylenwe was reconciled with the Conclave by Skywise Gralka during the [[385YE_Summer_Solstice_Conclave_sessions#Alignment:_Yelenwe|Summer Solstice]] of the same year.&lt;br /&gt;
&lt;br /&gt;
Zie is a consummate musician, and regularly expounds the idea that true communication takes place only through music (and occasionally through dance). The Dove appears to believe that spoken and written language impedes, rather than promotes, communication and suggests that it might be a dead end that encourages division rather than harmony. When individuals make music together their spirits briefly move into alignment with each other and with the greater scheme of things - they become a metaphor for the power of unity without sacrificing individual identity. Emotions and passions expressed through music are &#039;harnessed&#039; to the will of the musicians, and allow for [http://en.wikipedia.org/wiki/Catharsis catharsis], without which they can overwhelm the good sense of an individual and cause them harm. Ylenwe teaches that it is not wrong to feel things strongly, but that unless powerful emotions are carefully controlled they can lead to suffering and dissonance. By expressing them through music, they can be experienced in a contained and ordered way and provide strength and spiritual communion, rather than encouraging selfishness and disharmony.&lt;br /&gt;
&lt;br /&gt;
Ylenwe encourages magicians to practice their magic with music - even the passionate dancing of the [[The Brass Coast magical traditions|hakima]] - and especially favours magicians who employ the [[Music of the spheres]] in their rituals.&lt;br /&gt;
&lt;br /&gt;
Finally, music is also used as the gateway to Ylenwe&#039;s only true passion; mathematics. Zie firmly believes that the study of mathematics is the only &#039;pure&#039; discipline, and that through it every truth of existence can be expressed in an elegant, simple and above-all truthful way. Mortals who study mathematics as more than &amp;quot;&#039;&#039;the physics of bottlecaps&#039;&#039;&amp;quot; are of great interest to Ylenwe.&lt;br /&gt;
{{CaptionedImage|file=Ylenrith.jpg|caption=Ylenwe was once Ylenrith, who appeared as a humanoid with strong &amp;lt;br&amp;gt;merrow traits.|align=right|width=300}}&lt;br /&gt;
This eternal is interested in medicine and healing, but focuses on treating the &amp;quot;entire patient&amp;quot; - finding the root cause of illness rather than focusing on treating symptoms, and recognising the link between the body and the spirit.&lt;br /&gt;
&lt;br /&gt;
In the past, Ylenwe was closely associated with the rune [[Cavul]], but that association has apparently been broken by the recent transformation. Zie is still associated with fresh water, but no longer has any association with magical fire.&lt;br /&gt;
&lt;br /&gt;
As Ylenrith, the eternal was viewed with some suspicion by followers of the [[The Way|Way]]. Zie made no effort to conceal zir disdain for the auras created through [[Religious skills#Consecration|consecrate]], [[Religious skills#Hallow|hallowing]] and [[Religious skills#Anointing|anointing]]. Some religious magicians further pointed to the way that zir heralds seem to encourage worship of the eternal, and warned that zir philosophy and boons may represent an attempt to spread [[Religious_Crimes#Idolatry|idolatrous]] worship of an eternal to the Empire. They also point to the tranquillity zie seeks to promulgate as being no different to the malign spiritual presence of [[Malign_spiritual_presences#Peace|peace]] which ultimately robs humanity of its drive to strive and leads to stagnation and death. It remains to be seen if the &amp;quot;new&amp;quot; Ylenwe will have the same attitudes.&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
Ylenwe can remove almost any strong passion, alleviate pain, and grant [[Crystal Clarity of the Rational Soul|clarity and clear-thinking]], especially though the [[Solace of Chimes|use of music]]. In the same way zie can help restore harmony to a mind or spirit, zie can also help bring equilibrium to physical things, especially by [[Ascetic Star of Atun|helping to treat infection and disease]]. Zie sometimes offers zir boons through consumable items (usually clear water) or enchanted musical instruments. At least [[Abraxus_Stone#The_Swan.27s_Chalice|one story]] concerns an apparently familiar magic item - in this case an [[Abraxus Stone]] - that the eternal commits to &amp;quot;renewing&amp;quot; each year through the use of a dedicated herald.&lt;br /&gt;
&lt;br /&gt;
With Ylenwe&#039;s new focus, it remains to be seen what form the boons zie can offer will take.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:Ylenwe001.webp|align=right|width=300]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Ourselves_and_immortality#And_Eternity|Ourselves and immortality]] - 387YE Winter plenipotentiary response&lt;br /&gt;
* [[Speak_to_me#Zie_of_the_Morning|Speak to me]] - 387YE Spring plenipotentiary response&lt;br /&gt;
* [[Have_you_seen_me_lately#Ylenrith|Have you seen me lately]] - 385YE Spring plenipotentiary response&lt;br /&gt;
* [[Hunter_of_stars#Ylenrith|Hunter of stars]] - 382YE Spring plenipotentiary response&lt;br /&gt;
&lt;br /&gt;
[[Category:Eternals]]&lt;br /&gt;
{{pdf}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arcane_projection&amp;diff=139625</id>
		<title>Arcane projection</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arcane_projection&amp;diff=139625"/>
		<updated>2026-06-01T12:56:59Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Arcane Projection.jpg|align=left||caption=An arcane projection allows a magician to perform spontaneous magic.|width=450}}&lt;br /&gt;
==Overview==&lt;br /&gt;
It is possible to create a magical effect without performing a formulaic ritual. Creating an impromptu magical effect is commonly referred to as performing &#039;&#039;spontaneous magic&#039;&#039; or less correctly as a &#039;&#039;spontaneous ritual&#039;&#039;. Spontaneous magic is difficult and costly, partly because it is not possible to master a spontaneous magic effect as a magician might with a [[formulaic ritual]] that is part of Imperial lore. The advantage of spontaneous magic is the wide flexibility it gives a coven or master magician. With it, they can perform unique feats and explore the boundaries of magical theory.&lt;br /&gt;
&lt;br /&gt;
Unlike a formulaic ritual, spontaneous magic is very rough-and-ready. A formulaic ritual has been carefully created and rigorously tested so that it can be reliably cast again and again. No such benefit exists when performing spontaneous magic. Many formulaic rituals include options such as using [[Splendid_Panoply_of_Knighthood#Options|orichalcum in place of crystal mana]] or [[Fetid_Breath_of_Teeming_Plague#Option|beggar&#039;s lye to reduce the magnitude]]. This is not possible with spontaneous magic; likewise, it is impossible to use [[ilium]] to [[Ilium#Using_Ilium_in_Rituals|make a spontaneous ritual effect permanent]].&lt;br /&gt;
&lt;br /&gt;
It is not possible to simply create a spontaneous effect. Significant preparation is required during which a magician explores various theories, considers the techniques used to create other similar rituals, and tries to take into account the many variables that might affect the flow of magic during an impromptu performance. In addition to the time involved, a preparation requires ten mana crystals to create, although this magic is then available to perform the spontaneous ritual. The result of this investment of time and mana is an [[#arcane projection|arcane projection]].&lt;br /&gt;
{{CaptionedImage|file=Winter_Ritual.jpg|align=right|title=A Winter Coven, Autumn Equinox, 378YE|caption=Winter magic from a Kallavesi coven|width=450}}&lt;br /&gt;
&lt;br /&gt;
Players interested in performing a spontaneous effect should make sure they read through the information on [[ritual theory]].&lt;br /&gt;
&lt;br /&gt;
==Arcane Projection==&lt;br /&gt;
*&#039;&#039;&#039;An arcane projection is a magical text that contains the basis for a spontaneous magic effect&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Only the magician or coven that holds the projection can attempt the effect&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A projection lasts until it is used&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A projection is consumed once it is cast&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ritual theory]] summarises the known lore of what is and is not possible with a ritual&#039;&#039;&#039;&lt;br /&gt;
An arcane projection is a magical text that contains the information and some of the power needed to create a spontaneous magic effect. The projection is essential for completing the magic; only the magician or coven that has possession of the projection can attempt the spontaneous effect described. The contributors must still have sufficient ranks to perform the effect, the projection merely allows them to make the attempt.&lt;br /&gt;
&lt;br /&gt;
Any magician can attempt to create an arcane projection. Doing so requires several weeks of study, theory, experimentation, and complex calculations. There is no guarantee that it will produce a workable spontaneous magic effect; if the attempt to create an arcane projection is unsuccessful some of the crystal mana dedicated to the attempt may still be lost. &lt;br /&gt;
&lt;br /&gt;
There is a large body of [[ritual theory]] that Imperial magicians have discovered through painstaking research. Reading this lore will help any player who is interested in discussing or creating an arcane projection. It is often easier to create an arcane projection that is similar to existing rituals already described in Imperial lore than it is to create an entirely new effect.&lt;br /&gt;
&lt;br /&gt;
==Preparing an Arcane Projection==&lt;br /&gt;
*&#039;&#039;&#039;It takes ten crystal mana and several weeks to create an arcane projection&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must use your PD account to make a projection&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections must be submitted before the close of downtime after an event&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If the effect is possible, the referee will tell you what magnitude it will be&#039;&#039;&#039;&lt;br /&gt;
Preparing an arcane projection is an arduous and expensive task that can only be attempted by&lt;br /&gt;
a magician who has one or more [[Magical_skills#Realm_Lore|ranks in the relevant realm]]. The magician must use their magical skills to calculate the magnitude of the effect they are trying to create. To do this requires the magician to incorporate ten mana crystals into the arcane projection being created.&lt;br /&gt;
&lt;br /&gt;
It is possible to prepare more than one arcane projection at a time, or to prepare several possible variations of an effect, but each variation is considered to be its own projection; you must spend ten mana crystals for each projection you wish to create.&lt;br /&gt;
&lt;br /&gt;
During downtime, any character with the [[Magical_skills#Magician|magician]] skill who has ten or more mana crystals in their character&#039;s inventory on the database can submit a request for an arcane projection automatically using their account. Log on to your account and the option to request a projection will be visible in the screen containing your character details. Once downtime closes, it is no longer possible to submit an Arcane Projection. You must have sufficient crystal mana in your inventory when you submit the arcane projection. For example, you cannot use mana produced by a [[mana site]] or [[sinecure]] the same downtime it is produced.&lt;br /&gt;
&lt;br /&gt;
An arcane projection must incorporate numerous hearth magic effects beyond the magician&#039;s control, such as magical tides, the seasons and the constellations. These effects are locked in when the arcane projection is created, so the preparation can be used at any time, however in some cases these effects will be fundamental requirements of the spontaneous effect. If the magician attempts to recreate the same effect later they may find that too many factors have changed and the effect can no longer be reproduced.&lt;br /&gt;
&lt;br /&gt;
===Details Required===&lt;br /&gt;
*&#039;&#039;&#039;You must select what realm of magic you are planning to use&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It helps significantly if you provide a good in-character description of what you are attempting&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It helps significantly if you provide a good description of what you would like the rules outcome to be&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you leave either element out, we will make them up&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It does not help at all to provide the magnitude you think it will be&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You cannot request multiple copies of the same arcane projection&#039;&#039;&#039;&lt;br /&gt;
When you are planning a spontaneous magic effect, it is a significant help if you provide a good in-character description of what your character or coven would like to attempt. It is just as helpful if you provide a clear explanation of what you would like the out-of-character rules outcome to be. If you don&#039;t provide either of these two details then our team will make them up, and if they are very different to the ideals you had but didn&#039;t tell us this could result in an arcane projection that is not useful to you.&lt;br /&gt;
&lt;br /&gt;
You cannot specify what magnitude you want the spontaneous effect to be. It is the job of the referee team to calculate the level of magnitude required. You must select one (and only one) of the realms of magic available to your character. Many magical effects are best produced with a single realm and some effects cannot be produced at all with the wrong realm.&lt;br /&gt;
&lt;br /&gt;
Developing an arcane projection is an arduous process in-character. While you can create multiple arcane projections that do different things in the same season, you cannot create multiple copies of the same arcane projection for the same event.&lt;br /&gt;
&lt;br /&gt;
===Outcome===&lt;br /&gt;
*&#039;&#039;&#039;We will work with your description to try and provide you with a ritual that is as close as possible to what you have requested.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If we cannot provide you with a suitable ritual, some of your mana will be refunded.&#039;&#039;&#039;&lt;br /&gt;
If you successfully create an arcane projection, it will be available for collection in your pack at the start of the event. It is not possible to request a projection during the event. If your attempt fails, some of the crystal mana dedicated to the effect will be returned to you in your pack along with an explanation as to why your attempt to create the arcane projection was not successful.&lt;br /&gt;
&lt;br /&gt;
We will work as closely as we can with the details you provide us to create a suitable ritual. You may not get exactly what you are expecting, especially if the in-character and rules elements of your submission do not go well together. In these cases, we will try to give you something that is at least in the spirit of what you have requested. If we cannot provide you with a workable ritual based on the details you have given us, we will refund &#039;&#039;half&#039;&#039; your mana (five crystals).&lt;br /&gt;
&lt;br /&gt;
==Using an Arcane Projection==&lt;br /&gt;
*&#039;&#039;&#039;All spontaneous magic effects have a magnitude exactly like a formulaic ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You cannot master a spontaneous magic effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only the magician or coven that holds the projection can attempt the effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A projection is consumed once it is cast&#039;&#039;&#039;&lt;br /&gt;
All spontaneous magic effects have a realm and magnitude exactly like a formulaic ritual. You must provide mana crystals equal to the magnitude of the ritual (less the ten mana crystals used to make the projection). You must also have sufficient ranks in ritual lore amongst the participants to be able to use &#039;&#039;&#039;all&#039;&#039;&#039; the mana required to perform the ritual, exactly as if you were performing a formulaic ritual.&lt;br /&gt;
&lt;br /&gt;
An arcane projection contains the power of the ten mana crystals that are used to create it. These are released when the spontaneous magic is performed, providing ten mana towards the casting of the ritual, but consuming the arcane projection in the process. If a spontaneous magic effect is higher than magnitude ten, then the casters must provide the additional mana as normal, otherwise no mana is needed to perform the effect.&lt;br /&gt;
&lt;br /&gt;
An arcane projection may be &#039;&#039;codified&#039;&#039; at a [[college of magic]], turning it into a formulaic ritual. This can take many months of work. Not all arcane projections are suitable to be turned into a formulaic ritual. The arcane projection is destroyed in the process of turning it into a formulaic ritual, producing a [[ritual text]]. The precise details of the ritual may change during the process of formulating an arcane projection; magnitude may increase or decrease, or additional options may become available such as the ability to add additional targets.&lt;br /&gt;
&lt;br /&gt;
{{Magician Links}}&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=139624</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=139624"/>
		<updated>2026-06-01T12:56:21Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. Similarly, it is not possible to use Night magic to baffle a ritual divination so completely that it returns the wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
&lt;br /&gt;
==Inter-Nation Cooperation==&lt;br /&gt;
It is never possible to use ritual magic to enable members of different nations to work together to perform a ritual. Covens are powerful tools to allow magicians to work together to perform rituals, and a [[Volhov&#039;s Robe]] can help individuals work together, but in every case it can only ever be done in the same nation. &lt;br /&gt;
&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weirwater&amp;diff=139614</id>
		<title>Weirwater</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weirwater&amp;diff=139614"/>
		<updated>2026-06-01T09:27:38Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofWeirwater.png|Caption=Scattered with deep forests full of hidden mysteries.|title=Regions of Weirwater|align=left|width=500}}[[Category:Imperial Territory]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The craggy hills of Weirwater are home of many weavers, and the noble houses here seem to have more than their fair share of witches. The territory itself is scattered with deep forests, maintained untouched by the noble houses and inhabited by Eternal Heralds, exotic beasts and an abundance of rare herbs. The caves of Weirwater have a dark reputation with the people of Dawn, and are said to contain mysterious magics.&lt;br /&gt;
&lt;br /&gt;
Legend has it that long ago the Earl of Sedaret pursued a crusade against several cabals of weavers who refused to recognise her authority. At the height of a great banquet, thrown by the Earl to celebrate her apparent victory over the weavers, a great bell began to toll and the castle and its surrounding village was drowned beneath great waves and unrelenting rain. It is said by the people of Culwich that on Winter nights of the new moon when the sky is clear one can still hear bells ringing in the depths of the great lake, and see lights that are said to be those of the drowned Earl and her noble household, still celebrating in the depths.&lt;br /&gt;
&lt;br /&gt;
During the reign of [[Empress Varkula]], a significant force of [[Druj]] crossed [[the Semmerlak]] from the east and invaded Weirwater. Fighting under the banner of the Shadow Wasp, the Druj invaded Weirwater with a flotilla of great rafts launched across the Semmerlak. The Druj were led by a powerful [[Druj#Ghulai|Ghulai]] and her [[Bands#Covens|coven]], who wielded the power of Spring magic against the Imperial defenders. With the aid of the [[Navarr]] - especially [[Megan Black Blood]] - the Druj were defeated - but not before they [[Thunderous Tread of the Trees|raised the oldest forests of Weirwater]] against the Empire. Since then, there has been no significant incursion across the Semmerlak... but the folk of Weirwater remember.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Culwich ===&lt;br /&gt;
A large town with a few outlying villages. Culwich has a long tradition of farming and is said to produce some of the best flax and wool in the Empire. The local merchants have influence with the weavers, who in turn offer them fine woven goods to sell to mutual profit. It was here or hereabouts that the first humans to live in Dawn landed. Culwich is now a rich port: goods and trade come to Dawn from Varushka through Culwich. There’s some trade to far-off Highguard, though to get there ships have to pass the shores of the Barrens. &lt;br /&gt;
&lt;br /&gt;
=== Applefell ===&lt;br /&gt;
A sprawling hill town in [[#Garthmoor|Garthmoor]], surrounded by small farms. The people have a reputation for standoffishness, even with the merchants who pass through on their way to and from Karov and Semmerholm. While the area is known for its apple orchards, it is also known for “ ground apples” - a type of mushroom with an almost spherical head - which can be quite dangerous to those who mistake them for wholesome fungus. They grow on the ground, in rings, and the wise do not consume them without great care. Rumour has is that those who know the trick to preparing them can see into the Labyrinth, converse with ghosts, and perhaps more importantly avoid a lingering death.&lt;br /&gt;
&lt;br /&gt;
A beautiful terraced garden is cut into the hills near Applefell. Created to celebrate Lady Eleanor Novarion&#039;s efforts in building people up from hardship, its pergolas and secluded nooks embrace those seeking refuge. Several small statues dot the garden, celebrating in turn the deeds of those aided by the Proffered Hand.&lt;br /&gt;
&lt;br /&gt;
=== The [[Weirwater Vales]] ===&lt;br /&gt;
The Weirwater Vales are a Bourse resource located in [[#Wickmoor|Wickmoor]]. Custodianship of the Vales is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 23 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Giritane&#039;s Gaze===&lt;br /&gt;
There is a vast statue that stands on top of a hill in [[#Wickmoor|Wickmoor]] to the northwest of the [[#Weirwater Vales|Weirwater Vales]]. This immense white stone [[Legendary_beasts#Mandowla|mandowla]] is Giritane&#039;s Gaze and is visible from miles away; head and shoulders above the trees of the region. The construction was [[Construct_Giritane%27s_Gaze|announced]] by the [[Master of the Koboldi]] and was funded almost exclusively by [[Dawn_groups#House_Castellan|House Castellan]]. The most impressive feature are the two massive [[Technology#Lightstones|lightstones]] that allow the alabaster beast to serve as a beacon to those venturing in the dangerous forests of Weirwater at night. The [[mine]] owners of the territory benefit from the steady presence of the statue with not only an increase in precious metals and gemstones taken from the earth - represented by a seasonal income of 36 rings - but also from a single [[Farewell_wanderlust#Treasures_of_the_Earth|deepstone]] each season dependent on the type of mine.&lt;br /&gt;
&lt;br /&gt;
===Spiral Castle===&lt;br /&gt;
In the centre of a small weirwood forest in [[#Weirmoor|Weirmoor]] stands Spiral Castle. Built in pre-Imperial times, it lies at the heart of a strong Summer [[regio]]. The [[Earl|earls]] of Spiral Castle have always been [[Earl#Enchanter|enchanters]], and usually possessed of a strong [[changeling]] [[lineage]]. The household has been controlled by scions of the de Casillon family, and many of the nobles who live there are descendants of [[Empress Richilde]]. Over the centuries, the inhabitants have become more and more insular, spending less and less time beyond the boundaries of their manor. Some members of the [[Synod]] have even expressed concerns over whether they are entirely human any more. &lt;br /&gt;
&lt;br /&gt;
During the height of the Sun Queen&#039;s reign, the [[Senate]] agreed to a request that the resources of Spiral Castle be dedicated to the support and upkeep of the armies of the Empire, and of Dawn in particular. They created the title of [[Castellan of Spiral Castle]] to oversee the procedures needed to turn the weirwood and expertise of the castle&#039;s inhabitants into emergency support for [[Army|armies]] camped in Weirwater.&lt;br /&gt;
&lt;br /&gt;
For several decades, Spiral Castle was not reachable by outsiders; following the death of [[Emperor Hugh]] in 368YE the castle and surrounding forest abruptly disappeared behind a wall of swirling, chaotic mist. Attempts to communicate with, or reach, the inhabitants of Spiral Castle proved unsuccessful. Recently, however, contact was re-established with the de Casillons and the wall of mist brought down, leaving the house free to rejoin the rest of their nation - and providing the Dawnish people with a valuable new resource.&lt;br /&gt;
&lt;br /&gt;
The [[Castellan of Spiral Castle]] is an [[Imperial title]] within the [[Bourse]] appointed annually by the [[military unit|captains]] of Dawn.&lt;br /&gt;
&lt;br /&gt;
===Bardic Academy ===&lt;br /&gt;
The Bardic Academy of Ozren de Orzel stands proud and beautiful at a site near Belletain. It features an extensive atrium and storytelling amphitheatre, surrounding an open courtyard used for recitals, debates, and seasonal performances inspired by the exemplar and the [[High_Bard_of_the_Empire#Compositions|compositions]] of the [[High Bard of the Empire]]. Musicians, troubadours, poets, and orators from across Dawn and the wider Empire come to study the arts, to perform before their peers, to research and read the works of Ozren in the library, and to contemplate the legacy they wish to leave behind them. &lt;br /&gt;
&lt;br /&gt;
The internal walls of the academy are decorated with exquisitely-painted panels and carved reliefs depicting Ozren as a troubadour at the [[Great Pits of Ennerlund]]; as [[knight-protector]] in two places at once; as [[Cardinal of Pride]]; and as a preacher raging against the deprivations of Winter magic and curses in [[Spiral]], and facing the ire of a magistrate.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=OzrenExemplar.jpg|width=300|align=left|caption=Ozren de Orzel, Exemplar of Pride}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At the heart of the complex, beside a single rowan tree and a fountain with a statuette of a white eagle perched atop it, is a small chapel containing Ozren’s memorial itself. The chapel is fashioned from polished blocks of marble, inlaid with musical notation and fragments of fiery verse - attributed to the exemplar - using an alloy of weltsilver and gold. Around the chapel chamber are carved the names of those singers, musicians, poets, and troubadours honoured by the [[High Bard of the Empire]]. Prayer sheets and honour rolls are hung as a living monument to Imperial artistry, reflecting each deed and accomplishment and inviting more to come. &lt;br /&gt;
&lt;br /&gt;
To the Semmerlak side of the academy are hosted the apartments of the High Bard of the Empire, generously appointed and overlooking the amphitheatre and atriums. They are attended by several yeofolk to aid the office in its deeds and ambitions. &lt;br /&gt;
&lt;br /&gt;
The construction of the academy at Belletain was a significant undertaking. The white granite used in its construction was provided through the prosperity of House Orzel, whose patronage ensured that the structure could be raised to a standard befitting their sibling and exemplar of Pride. Additional support came from across the Empire, whose collected Prosperity and virtue contributed to the labour and provisioning required during the works. &lt;br /&gt;
&lt;br /&gt;
The project was brought to the Senate by the eloquence and Virtue of &#039;&#039;&#039;Earl Tristan du Lac&#039;&#039;&#039;, as Senator for Weirwater, aided by &#039;&#039;&#039;Gwendoloena de Ordraig&#039;&#039;&#039; and &#039;&#039;&#039;Cesare Sanguineo Rezia Di Tassato&#039;&#039;&#039;, whose efforts secured the recognition and authority necessary to establish the academy. &lt;br /&gt;
&lt;br /&gt;
Within the academy grounds, a carved frieze records those who laboured, funded, and spoke in favour of its creation. The inscriptions make particular note of &#039;&#039;&#039;Astrid Fjellrevening Rezia di Tassato&#039;&#039;&#039; and the &#039;&#039;&#039;Lady Kaywenn du Launcet&#039;&#039;&#039; who were instrumental in elevating Ozren to the status of exemplar, and &#039;&#039;&#039;Starac Sijed Orzel&#039;&#039;&#039;, who created the enduring [[Auras_of_Pride#Partner_of_Greatness|aura]] using [[true liao]], as an enduring and permanent inspiration to the Empire.&lt;br /&gt;
&lt;br /&gt;
From the ‘Duel of Art’ in 380YE to the voices following in Ozren’s footsteps and example, each adds to the traditions of artistry and Pride as a legacy of our deeds and the promise of a golden future.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Garthmoor===&lt;br /&gt;
The town of [[#Applefell|Applefell]] stands in Garthmoor. Known for lightly wooded hills, Garthmoor has a reputation as an odd region, and many Dawnish ghost stories take place on the roads and in the woods here.&lt;br /&gt;
&lt;br /&gt;
===Hawksmoor===&lt;br /&gt;
Hawksmoor is a land of wild hills and twisted woodlands. The only settlement of any size is &#039;&#039;&#039;Hawthorn&#039;&#039;&#039;, a small town of lush gardens in a hollow near the road to [[Karov#Delev|Delev]]. Hidden behind a forbidding hedge, it is home to a circle of [[Dawn_magical_traditions#Weavers|witch weavers]] well versed in the intricacies of [[Spring magic]]. Their coven accepts only those who vouched for by a herald of Spring - although which [[eternal]] the herald owes allegiance to is not common knowledge. The hedge around hawthorn grows thick and tall, and those not welcome feel its thorns if they try and push their way in.&lt;br /&gt;
&lt;br /&gt;
===Sandling===&lt;br /&gt;
Best known for the town of [[#Culwich|Culwich]], and for the fisherfolk that live in villages along the banks of [[the Semmerlak]], the wide fields of the south slowly rise into the low wooded hills of the north. Atop one of these hills, overlooking the lake, stands the &#039;&#039;&#039;Sentinel’s Folly&#039;&#039;&#039;. The remains of this ancient, shattered stone tower rise high above the trees and are attributed to the [[Paragons_and_exemplars|paragon]] known as [[the Sentinel]]. The four storey white granite structure is weathered, but the remaining floors are reasonably sound and it is used variously as a reference point or beacon for sailors in the western Semmerlak, as well as a look-out post for keeping an eye on the woods of [[Karov]] to the north.&lt;br /&gt;
&lt;br /&gt;
===Weirmoor===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
One the least settled regions in [[Dawn]], the rolling hills of Weirmoor are largely covered by an old and tangled forest. In the north and south, well maintained roads link Weirwater with [[Karov#Delev|Delev]] and [[Astolat]], but the heart of the region is wild and untamed. There are said to be trees in Weirmoor that were old before the Dawnish ever came to the Bay of Catazar. The local Dawnish nobles prefer the forest primaeval - Weirmoor is prime hunting ground and not only for game. [[Mundane_beasts#Big_Cats|Forest lions]] roam here, along with occasional packs of [[Mundane_beasts#Dire_Beasts|dire wolves]] or bears, and the occasional [[Legendary_beasts#Dragons.2C_Wyverns_and_Wyrms|wyvern]]. The handful of noble houses in Weirmoor have a reputation for standoffishness, and several have a grim reputation.&lt;br /&gt;
&lt;br /&gt;
===Wickmoor===&lt;br /&gt;
The eerie [[Weirwater Vales]] stand in Wickmoor, between the extensive estates of the feuding House deCourney and House Seerkan. Their presence gives the entire region a reputation for strange events, usually blamed on whatever it is that haunts the weirwood trees.&lt;br /&gt;
{{CaptionedImage|file=Tristan duLac.jpg|caption=&#039;&#039;&#039;Tristan du Lac&#039;&#039;&#039;, Senator for Weirwater|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Weirwater|Territory=Weirwater|Season=Summer}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Weirwater is under the control of the Dawnish (and by extension, the Empire) making this a staunchly Imperial territory.&lt;br /&gt;
* [[mine|Mines]] in the territory benefit from the [[#Giritane&#039;s Gaze|Giritane&#039;s Gaze]] and produce an extra 36 rings and a single [[Farewell_wanderlust#Using_Deepstones|deepstone]] each season.&lt;br /&gt;
* [[congregation|Congregations]] in the territory benefit from the [[#Bardic_Academy|Bardic Academy]] and produce a dose of [[Philtre of Strength]] each season.&lt;br /&gt;
[[Category:Dawn]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chain_and_anchor&amp;diff=139599</id>
		<title>Chain and anchor</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chain_and_anchor&amp;diff=139599"/>
		<updated>2026-05-31T22:45:02Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I&#039;m a little surprised to see so few Highborn here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Outside the rat run was well underway. Even after five years there were not many children living at the estate, but their numbers were bolstered by a small number of Freeborn and League youths. Their parents followed the scampering children, just close enough to be safe but far enough away as to give their offspring a feeling of independence. The &#039;&#039;burgomeester&#039;&#039; himself was out there, in sack cloth and ashes wearing a beautiful rat face purchased at great expense from the finest mask-maker in Sarvos. The streets were alive with laughter and shouts of mock outrage as one pillar of the community or another was cornered and forced to hand over candied fruit or dark chocolate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Really?&amp;quot; Maria had her back to the crowds, leaning against the balcony railing, eating sweet almonds. &amp;quot;Sometimes I think the Sarcophan go out of their way to bait Highguard. I know its probably not intentional - they&#039;d never want to alienate anyone they think they could sell things to - but even in comparison to Caricomare, the estates are an absolute &#039;&#039;hive&#039;&#039; of shameless behaviour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s one of the reasons I like them,&amp;quot; replied Prince Luija with an impish smile. Maria rolled her eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I heard a very bad joke the other day from one of the Freeborn peddlers...&amp;quot; She began.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think I know the one you mean.&amp;quot; Luija shook her head. &amp;quot;I didn&#039;t think it was very funny to be honest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nor did the &#039;&#039;burgomeester&#039;&#039;. He was very civil about it, as he always is, but he left that fellow feeling about three inches tall all while smiling and buying some glasswork from him. It was a master class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Luija chuckled, then looked thoughtful. &amp;quot;You know this might be a good thing, actually. Highguard has politely told the Vandersaar that they&#039;re not happy. The Delves will have to reconsider their entire approach to Highguard if they want to do business with them -&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which they do of course,&amp;quot; interjected Maria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which they do of course,&amp;quot; Luija agreed. &amp;quot;They&#039;ll take a little time to regroup, find a better approach. Perhaps make an effort to downplay this entire &#039;den of licentiousness&#039; thing. Maybe even adjust to how the Empire operates instead of constantly pushing us to do things their way.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Maria nodded licking powdered sugar off her fingertips.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But let&#039;s hope they don&#039;t go &#039;&#039;too&#039;&#039; far the other way, eh?&amp;quot; she said, reaching for a delicious looking apricot pastry. &amp;quot;It&#039;s very convenient having a &#039;den of licentiousness&#039; practically on the doorstep, as it were.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Prince Luija made a noncommital noise, sipping her chocolate-laced coffee. Below, a trio of Freeborn fire-dancers performed to the enthusiastic applause and cheers of a largely Sarcophan audience, who rained rings and festival trinkets into the upturned hats placed strategically around their feet.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Anchor chain (cable).jpg|caption=The merchants of the Sarcophan Delves are enthusiastic trade partners with the Empire, always seeking new opportunities to profit from their relationship.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan Delves remain friendly to the Empire and enthusiastic about continued Imperial trade&#039;&#039;&#039;&lt;br /&gt;
The merchant-princes of the [[Sarcophan Delves]] - the &#039;&#039;bedelaar huisbaas&#039;&#039; - strive for neutrality. They are enthusiastic about trade with the Empire, but their neutrality is precious to them. They hold it a mark of pride that they will deal with anyone who has goods, services, or money. While they have given up the practice of slavery without regret, they refuse to pick a side between the [[Liberty Pact]] and the Freedom Accord. Their primary goal is to ensure the ports of the world remain open to their ships, ideally with [[Tariffs#Free_Trade|free trade]] agreements that allow their merchants to operate without onerous [[tariffs]]. They have recently declared the &#039;&#039;Pax Sarcophan&#039;&#039; - a commitment to combat piracy and ensure that independent traders are free to sail [[the seven seas]] regardless of the politics of the great powers. Perhaps as part of this increased involvement in political affairs, they have also extended their protection to the independent city-state of [[Mareave#Beoraidh|Beoraidh]] in [[Mareave]], apparently to help guarantee its neutrality.&lt;br /&gt;
&lt;br /&gt;
The Sarcophan ambassador to the Empire is &#039;&#039;Bedelaar Huisbaas Annike&#039;&#039;, of the Tower of Crows. She reports to the beggar-landlords of Sarcophan, and is known to be a wily and subtle diplomat. No stranger to the murkier waters of espionage and intelligence-gathering, she constantly seeks opportunities to expand the influence of the Sarcophan mercantile Empire across the Known World. She has no particular loyalty to any one faction; her main concern appears to be the prosperity of the nation as a whole.&lt;br /&gt;
{{Nation|nation=[[Sarcophan Delves]]|status=Foreigner|port=[[Sarcophan_Delves_ports#Sarcophan|Sarcophan]], [[Sarcophan_Delves_ports#Betovering|Betovering]], and (temporarily) [[All_the_night-tide#Jakhalsmarkt|Jakhalsmarkt]].|ambassador= Dino i Riqueza of [[the Brass Coast]]}}&lt;br /&gt;
&lt;br /&gt;
==The Business of Diplomacy==&lt;br /&gt;
* &#039;&#039;&#039;The House of the Buildelrat and the deBruin family are both happy to accept that their offers are not of interest to the Empire&lt;br /&gt;
* &#039;&#039;&#039;Access to the Jakhalsmarkt will continue until the start of the Autumn Equinox 388YE after which further investment may be required&lt;br /&gt;
* &#039;&#039;&#039;The Tower of the Raven has advised Sarcophan travellers to be cognisant of the very different legal position of the Empire compared to the Delves they are used to&lt;br /&gt;
As always, there are topics of diplomatic nature to discuss. The [[Founders of the Delves#The Buidelrat|Buildelrat]] offer thanks to the Ambassador for pursuing the matter of access to the [[All_the_night-tide#Moeraskriden|Moeraskriden]], and for being candid in their response. Being honest allows the Buidelrat to look elsewhere, and avoid wasting energy on something Imperial traders aren&#039;t interested in. Likewise the [[Prime_Factor_of_the_deBruin_Docks#deBruin_Docks|deBruin]] family respond philosophically when informed that the Empire will not [[A_wild_night_and_a_new_road#Children_of_Wrecks|need their services]] in the fight against the Children of Wrecks. There is rarely a shortage of opportunity for veteran marines. The Ambassador may still present a proposal on behalf of the Empire if they change their mind in the future. Bedelaar Huisbaas Annike expands a little. The Sarcophan are first and foremost &#039;&#039;businessfolk&#039;&#039;. They respond much better to being told there is no interest than to being &amp;quot;strung along&amp;quot; - even if the reasons for being ambiguous are well meaning. If an offer isn&#039;t of interest, being honest about that from the start prevents a lot of frustration.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorSarcophanDelves.jpg|caption=&#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039;, Ambassador to the Sarcophan Delves|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
In contrast to the Moeraskriden situation, significant numbers of Imperial traders continue to be drawn to the [[A_wild_night_and_a_new_road#Jackals,_Ports,_and_Buidelrats|Jakhalsmarkt]]. &#039;&#039;Annabel de Gouden&#039;&#039; of the [[Founders of the Delves#The Jackal|House of the Jackal]], who secured Imperial access to the jewellers&#039; port, continues to sponsor the Empire&#039;s captains in visiting the markets. She has confirmed that access to Jakhalsmarkt under current conditions will continue until the start of the Autumn Equinox 388YE. She will then review whether it is still profitable to continue and whether she will need to request investment from the Empire to maintain the trade in [[Principalities of Jarm|Jarmish]] &#039;&#039;star jewels&#039;&#039; that appear to be such a draw.&lt;br /&gt;
&lt;br /&gt;
Legal matters are of a greater concern. The Empire&#039;s recent laws against cannibalism have caused some concern, especially with regard to the funerary rites of &#039;&#039;Hester van de Moerassen&#039;&#039;. Bedelaar Huisbaas Annike thanks the Ambassador for their handling of the affair and reassures them that going forward her office will strongly discourage anyone thinking of doing anything similar. Frankly, there is no reason for Sarcophan folk to be having their funerals in a nation that has made their practices illegal. If they are &#039;&#039;that&#039;&#039; dedicated to the idea, they can do so in the Alivetti estates. More worrying is the report that Hester van de Moerassen was apparently murdered, and Annike has passed these allegations on to the relevant parties. &lt;br /&gt;
&lt;br /&gt;
Ambassador Dino&#039;s patience speaks well of them, and she absolutely concurs with his sentiment that &amp;quot;&#039;&#039;by being flippant about local laws they are putting much more at risk for all of us who prize good trading relations&#039;&#039;.&amp;quot;. The Tower of the Ravens will make more of an effort to impress on Sarcophan looking to trade with or visit the Empire that they must be cognizant of Imperial law when they are outside the Alivetti estates.&lt;br /&gt;
&lt;br /&gt;
==Our Revels Are Ended==&lt;br /&gt;
* &#039;&#039;&#039;The grand week-long party at the Alivetti estate has gone off without a hitch&lt;br /&gt;
* &#039;&#039;&#039;Highguard discouraged members of its nation from attending&lt;br /&gt;
The [[A_wild_night_and_a_new_road#Prosperity_and_Opportunity|five year celebration]] at the [[Sarvos#Sarcophan_Enclave|Alivetti estate]] has concluded with no lingering ill effects beyond perhaps some rueful memories and some historic hangovers. &#039;&#039;Burgemeester Vandersaar&#039;&#039; has declared it a rousing success, despite the fact that the [[Highguard|Highborn]] declined to attend. Guided by the [[statement of principle]] raised by &#039;&#039;&#039;Exarch Aemon&#039;&#039;&#039; of the [[Highguard_groups#The Suns of Couros|Suns of Couros]] and [[387YE_Winter_Solstice_Synod_judgements|endorsed]] by the Highborn assembly, there were few visitors to the week-long festivities from the sombre nation. Nobody talks about it openly, but this snub has sent a message to the Alivetti Estate that while Highguard might tolerate them, they do not welcome further engagement. For at least the next year there will be no more approaches to Highguard from the Delves. This doesn&#039;t represent anger at the Highborn - quite the contrary. Again, being direct and unambiguous helps everyone make better business decisions.&lt;br /&gt;
===Participation : Alivetti Celebration===&lt;br /&gt;
* &#039;&#039;&#039;Anyone could have attended the celebration at the Alivetti estates&lt;br /&gt;
* &#039;&#039;&#039;Freeborn and League characters, especially from Tassato, Sarvos, and Madruga, received additional benefits&lt;br /&gt;
Citizens from all over [[the League]] and [[the Brass Coast]] attended the celebrations openly and in reasonable numbers. [[Business]] owners from these nations were able to choose a free [[Business#Diversification|diversification]] option as a result of small but lucrative deals made during the revelry. Every business owner in [[Sarvos]], [[Tassato]], and [[Madruga]] receives two doses of random consumables acquired from the Estates. These either represent &amp;quot;treats&amp;quot; picked up during the party or goods acquired from people who attended after the celebration. Most are harmless, but there is a chance some are not legal in the Empire. The magistrates, already a little stretched, will find it almost impossible to prevent Imperial citizens bringing illegal goods out of Alivetti intentionally or accidentally. If your character wouldn&#039;t have had anything to do with the celebration, you can hand these consumables back to GOD when you collect your pack.&lt;br /&gt;
&lt;br /&gt;
While only League and Freeborn characters directly benefit in a measurable way from participating in the celebrations, any Imperial citizen is welcome to have attended (including Highborn characters). Details of the kinds of events that took place are found in last seasons &#039;&#039;&#039;[[A_wild_night_and_a_new_road#Prosperity_and_Opportunity|A wild night and a new road]]&#039;&#039;&#039; wind of fortune. The theme is one of celebration, both of the enclave itself and of Sarcophan traditions and culture.&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=240}}&lt;br /&gt;
==Apothecary Guilds==&lt;br /&gt;
* &#039;&#039;&#039;The enthusiasm for the Apothecaries&#039; Guild from the Kruidenkenner has cooled significantly&lt;br /&gt;
* &#039;&#039;&#039;All Kruidenkenner offers except that presented in the &#039;&#039;The Circle Game&#039;&#039; wind of fortune have been withdrawn&lt;br /&gt;
* &#039;&#039;&#039;The current Apothecaries&#039; Guild Leader is Esmé i Estrico i Erigo&#039;&#039;&#039;&lt;br /&gt;
The Sarcophan Delves pride themselves on their mastery of herblore, especially when it comes to the [[Surgical skills#Apothecary|apothecary arts]]. Foremost among the Delves&#039; practitioners are the wealthy and influential &#039;&#039;Kruidenkenner&#039;&#039;, a powerful guild that exists outside the [[Founders_of_the_Delves|thirteen houses]] in a manner analogous to an [[Imperial sodality]]. Since the formation of the [[Imperial Apothecaries Guild|Imperial Apothecaries&#039; Guild]], the Kruidenkenner have [[Can%27t_give_everything_away#The_Apothecaries_Guild|sought closer ties]] with their Imperial peers. Unfortunately, they are used to working within a much looser legal system than that of the Empire, and have apparently been frustrated by their efforts to build ties with the sodality. Bedelaar Husiaas Annike has done her best to manage the expectations of the guild, but with limited success. She also acknowledges the efforts of Ambassador Dino and their staff - especially their proxy &#039;&#039;&#039;Estrella&#039;&#039;&#039; - in doing the same in the Empire. &lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice the Senate [[387YE_Winter_Solstice_Senate_sessions#Amend_Manifesto_of_the_Apothecaries_Guild_II|amended the manifesto]] of the Guild to make it clear that their powers and responsibilities &#039;&#039;only&#039;&#039; extend to Imperial citizens. This seems to end any possibility of cooperation between the Kruidenkenner and the sodality. &lt;br /&gt;
&lt;br /&gt;
For now, they have withdrawn all offers related to sharing herb lore with the Kruidenkenner, trading such lore to the Empire, or interfering with Imperial titles. This includes the offer intended to encourage the Senate to amend the appointment methods of the [[Kruidenkenner Trademaster]] and [[Master of the Root and Stem]]. The offer to [[The_circle_game#Sarcophan_and_the_Kruidenkenner|amend the trade of herbs]] for the Kruidenkenner Trademaster and the Master of the Root and Stem remain on the table, however. The reason for this, Annike explains, is that these deals were made with a [[Appraisal#The_Prognosticators_Office|member of the Imperial civil service]], specifically [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]], so the Kruidenkenner are not worried that it might run afoul of the Senate or the Constitution or the law. Annike cautions that the offers will expire at the end of the Autumn Equinox 388YE - the markets will have shifted enough that the Kruidenkenner would need to rethink them - but there is no &#039;&#039;animosity&#039;&#039; here. There&#039;s no question that the Kruidenkenner will continue to fulfil all their current obligations to the Empire. The leadership of the Guild are still interested in building bridges with the Imperial sodality; they&#039;re simply not sure how best to go about it given the (to them) convoluted nature of Imperial law and tradition.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Building Bridges&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Appraisal]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Winter Solstice 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limits:&#039;&#039;&#039; &lt;br /&gt;
* The appraisal must specify that it relates to cooperation between the Kruidenkenner and the Imperial Apothecaries&#039; Guild&lt;br /&gt;
* Any opportunities will be aimed at the Imperial sodality rather than the Empire as a whole&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* As with any appraisal, presents opportunities to increase cooperation between the Sarcophan Kruidenkenner Guild and the Imperial Apothecaries&#039; Guild Imperial sodality&lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
As such, Annike passes along a proposal from the Kruidenkenner. There are plenty of experienced members of the Guild in the Empire already, trading and staffing the [[Kruidenkenner_Trademaster#The_Kruidenkenner_Magazijn|Kruidenkenner Magazijn]] at [[Necropolis#Longbeach|Crown&#039;s Quay]]. They have more experience of dealing with Imperial sensibilities, and with the civil service. They suggest that the best way to cement ties between the Sarcophan Guild and their Imperial peers would be for the Senate to commission an [[appraisal]] to explore cooperation between the Kruidenkenner and the Imperial Apothecaries&#039; Guild. The civil service do not believe this would take any more time than a traditional appraisal - there&#039;s no need to travel to the Delves for a start - and would not have any additional costs. The advantage over a traditional appraisal is that the Kruidenkenner would be directly involved in developing opportunities, removing the need for any further diplomatic discussion, and with the possibility that accepting any or all of the proposals could be done via a [[Ambassador#Treaty|treaty]] (there&#039;d be no doubt as to whether the agreements were the result of a diplomatic negotiation).&lt;br /&gt;
&lt;br /&gt;
==A Highborn Fashion==&lt;br /&gt;
* &#039;&#039;&#039;Money enjoyed by Highborn businesses and mines due to the trade in stonework and stone has ended&lt;br /&gt;
* &#039;&#039;&#039;The Cathedral of the Way in the Sarcophan Delves has lost all but one rank of a single ministry&lt;br /&gt;
* &#039;&#039;&#039;Sarcophan pilgrims look elsewhere for spiritual guidance&lt;br /&gt;
For the last year, there has been a demand for Highborn stone and stonework in the Sarcophan Delves. The [[A_wild_night_and_a_new_road#The_Monument_Trade|monument trade]] continues, but the high demand has more-or-less run its course as of the dawn of the Spring Equinox. The high profits enjoyed by Highborn [[business|businesses]] and [[mine|mines]] have ended. It also appears that &#039;&#039;Senna van Ijzer&#039;&#039; - the art dealer who first negotiated the arrangement on behalf of the Sarcophan sect known as the Collectors - has been discouraged from pursuing any further links. There is concern in the Delves that after the Highborn statement about the anniversary of the Alivetti estate, it might be best to avoid further trade arrangements for the time being&lt;br /&gt;
&lt;br /&gt;
The prosperity of Highguard has come at the cost of the respect the Sarcophan people had for the [[Bishop_of_the_Navigators#Cathedral_of_the_Navigators|Cathedral of the Navigators]]. As the Spring Equinox dawns, the [[Bishop_of_the_Navigators#Low Ministry|Low Ministry]] has been lost, and the [[Bishop_of_the_Navigators#Merchant_Ministry|merchant ministry]] has been reduced to a single rank of production. This represents a significant loss of influence for the cathedral, the [[Bishop of the Navigators]], and the Imperial version of the Way in the Sarcophan Delves. &lt;br /&gt;
&lt;br /&gt;
Reports from over the [[The_seven_seas#Sea_of_Teeth|Sea of Teeth]] indicate that the [[Sumaah Republic|Sumaah]] Präster - who have their own grand temple in the of the Sumaah Republic temple there has not been shy about capitalising on this situation. They continue to preach that the Way is not a &amp;quot;trapping&amp;quot; or a &amp;quot;style&amp;quot; that can be draped over the false religion of the Sarcophan Delves; that Prosperity is not solely about wealth; and Pride should never be sacrificed in pursuit of profit. Many Sarcophan pilgrims of the Way who looked to the Cathedral and its priests for guidance now look elsewhere; either to Sumaah or inwardly to their own traditions and practices. The latter in particular cannot help but lead to more divergence from both of the larger approaches to the faith.&lt;br /&gt;
&lt;br /&gt;
The Cathedral of the Navigators is still a beautiful and breathtaking structure, but its burgeoning congregation of the faithful is much reduced with visitors more likely to be artists or sight-seers with no interest in the Way. Something of a white elephant - or a white sepulchre perhaps.&lt;br /&gt;
&lt;br /&gt;
===The Virtue of Art===&lt;br /&gt;
* &#039;&#039;&#039;A Sarcophan entrepreneur is prepared to purchase the Cathedral of the Navigators from the Senate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Cathedral Sale&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Abrogation|Abrogate Title]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Spring Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Abrogates the title of Bishop of the Navigators&lt;br /&gt;
* Provided the motion includes wording to that effect it also sells the Cathedral of the Navigators building to Marieke of the House of the Maggot&lt;br /&gt;
* Marieke will provide the Imperial treasury with 140 Thrones if the building is sold&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bedelaar Huisbaas Annike clearly finds the matter a little disappointing, but she still passes along an offer made by one of the wealthier members of the [[Founders_of_the_Delves#The_Maggot|House of the Maggot]]. &#039;&#039;Marieke&#039;&#039; is a [[draughir]] who prides herself on her exquisite taste, and since retiring as the representative of her house to the Beggar&#039;s Banquet she has taken on the mantle of a patron of the arts. Viewing the declining attendance of the Cathedral of the Navigators as an opportunity, she is prepared to pay 140 Thrones to the Imperial Senate if they are prepared to sell the building to her. Her intent is apparently to turn it into a massive art gallery, museum, and auction hall dealing in artworks and antiques. Given how much the Cathedral [[Construct Cathedral of the Navigators#Cost|cost to build]], this would represent only a fraction of what was invested. Marieke wants a decision now however; the opportunity is only available at the Spring Equinox. &lt;br /&gt;
&lt;br /&gt;
The civil service advise that if the Senate wishes to take advantage of this opportunity they could do so by [[Powers_of_the_Imperial_Senate#Abrogation|abrogating]] the title of [[Bishop of the Navigators]] and specifying in the [[senate motion]] that the Cathedral itself is being sold to the House of the Maggot. The money will be provided following the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
The treaty that [[Ratify_treaty_with_the_Sarcophan_Delves_Autumn_383YE|established the Cathedral]] also established the Alivetti estates, but nothing in the treaty however that suggests that the concedence is conditional on the Cathedral continuing to stand; from the point of view of both Imperial and Sarcophan law (such as it is) the Senate is free to sell the land the Delves ceded to them if they wish. In the Delves at least, this will be seen as the maturing of an Imperial investment, with no implications for the enclave in Sarvos.&lt;br /&gt;
{{Sarcophan Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=On_the_road_ahead&amp;diff=139489</id>
		<title>On the road ahead</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=On_the_road_ahead&amp;diff=139489"/>
		<updated>2026-05-30T22:11:02Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Stanzas of a common drinking song sung by Freeborn explorers of Old Anduz, each participant improvises a verse in turn&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;No ghosts for us to fear&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;At least no ghosts of freeborn haunt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Though others may be near&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m with my friend, a brave kohan&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Plus Dust and Flame and Glass&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If I misstep, start to fall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I trust they&#039;ll save my ass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A fortune waits us there&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Of peoples long forgotten now&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Gone longer than my hair!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;ll tell the local Hakima&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I paid all care and due&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Though if I&#039;m really honest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I haven&#039;t got a clue!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;We&#039;re down here on a lark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m trying to impress a girl&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ignite some kind of spark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;She&#039;s daughter of an old Corsair&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Who has no sense of humour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I heard she knows a special trick&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you believe the rumour&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=FreebornShelter.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
For the first time in many seasons, the lands of the Freeborn are not immediately threatened. The forces of the Jotun continue to press into [[the Marches]], while the [[Grendel]] attempt to [[Deep_blue_sea#As_The_Gull_Flies|catch the Red Wind Corsairs]] has been countered by Freeborn cunning. The [[Children of Wrecks]] have taken loss after catastrophic loss and are now under attack by the [[Iron Confederacy]]. The appearance of the Suranni is worrying; they&#039;ve laid claim to the [[Feroz#Cazar_Straits|Cazar Straits in Feroz]], but they show no sign of attacking the mainland.&lt;br /&gt;
&lt;br /&gt;
With a chance to draw breath, the inhabitants of the ancient town of [[Segura#Anduz|Anduz]] are looking for new opportunities for their home. The land has been transformed in recent years, the influx of the Zemress Islanders and the re-establishment of the Towers of Anduz have brought [[Prosperity]] to the grasses of Segura. But the potential of Anduz remains untapped.&lt;br /&gt;
&lt;br /&gt;
The place is steeped in history; it was a city here long before the Empire was created, before even the [[The_Brass_Coast_history#Three_Sisters_of_Highguard|Three Sisters]] ever came to [[the Brass Coast]]. That city was destroyed long ago, but in Anduz, the ruins of the past are the foundations of the future. As the Freeborn settled the ruins, they created new homes from the stone of the abandoned buildings. &lt;br /&gt;
&lt;br /&gt;
The place was sacked by the Lasambrians in 363YE and two decades later, the shattered ruins of Anduz have become difficult to distinguish from the ruins of Old Anduz from which they were originally built. In Anduz it has always been so, take from the past the things the dead no longer need and refashion them as a gift for the living. The ruins are like [[The_Brass_Coast_hearth_magic#Clothing|old clothing]], handed down from one generation to the next. The fabric cut and resown to make a new garment each time.&lt;br /&gt;
&lt;br /&gt;
Inspired by the burgeoning spirit of the new age, folk are searching for inspiration. From the ruins of old Anduz, what new future might yet arise?&lt;br /&gt;
&lt;br /&gt;
==City of Adventure==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to celebrate the city&#039;s position as a gateway to adventure&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to blazing new trails&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Adventure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Brazen Propylaeum&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 25 [[white granite]], 5 [[mithril]], 90 crowns, and three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Erects a new propylaeum on the south side of the city&lt;br /&gt;
* Creates a new Freeborn archetype, the Trailblazer, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become a city of adventure&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Anduz has always been a gateway to adventure. When the Freeborn first came to Segura, they discovered the remains of an abandoned city. The ruins squatted on the roads leading south, past the Lasambrians to the lands of the Suranni and West towards the Faraden. Trade flowed into the Brass Coast, despite the predations of bandits - while adventure often began here, precisely because of them. Some came to Anduz seeking to explore the ruins themselves. Many simply used the settlement as a stopping-off point, a place to begin their journey as they blazed a trail into the unknown.&lt;br /&gt;
&lt;br /&gt;
Some Anduzers claim the city&#039;s history represents the epitome of what it really means to be Freeborn - a commitment to throw yourself into every endeavour no matter how long the odds, no matter the risks. &#039;&#039;“Life is short — let it never be dull!”&#039;&#039; is the nation&#039;s defining motto, and those early trailblazers certainly embodied that. Seeking out adventure wherever it is found, never allowing themselves to stop and worry what might go wrong. People committed to excitement and adventure whenever it presented the opportunity. &lt;br /&gt;
&lt;br /&gt;
On the South side of the city lie the ruins of an ancient propylaeum, a huge stone gateway that once arched over the road south. Built not to protect Anduz but to inspire Ambition and make the souls of those arriving or leaving soar. Torn down centuries ago by raiders, some dhomiro are hoping to persuade the city&#039;s backers to restore the epic gateway so that it can once again serve as an inspiration to visitors.&lt;br /&gt;
&lt;br /&gt;
The work is not cheap; the Propylaeum would require 25 wains of white granite, 5 wains of mithril and 90 crowns. The idea is to alloy the mithril with brass to give the structure a beautiful brazen sheen when the sun illuminates it. But if the Freeborn National Assembly backed the creation of the Brazen Propylaeum, it would help to inspire adventurers and thrillseekers across the nation. The rash, the bold, and the brazen would draw inspiration from the epic structure. It would encourage trailblazers, people unafraid to challenge convention and to eager to commit to any endeavour no matter how difficult or dangerous it might be.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Life is short, let it never be dull! We send (named individual) with 50 doses of liao to encourage the Freeborn to blaze new trails. Aim high and pursue your dreams, no matter the dangers.|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Brazen Propylaeum is completed and this mandate is enacted, then it will encourage citizens across the Brass Coast to celebrate the trailblazers amongst them - they will applaud those Freeborn who are committed to overcoming challenges, regardless of the costs and heedless of the risks. The Freeborn have always craved adventure and excitement; these trailblazers would epitomise that willingness to throw themselves into any endeavour, no matter how risky or outrageous. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the trailblazer archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly of all, the Brazen Propylaeum would cement the nature of Anduz as a city of adventure at the dawn of a new age. [[Wintermark_hearth_magic#Names|Names]], as any wise magician can tell you, have &#039;&#039;power&#039;&#039;. One of the most subtle hearth magics, the name of a thing can influence its nature and change its fate. If Anduz becomes the City of Adventure, then any future [[opportunity|opportunities]] involving the city and the surrounding territory are more likely to reflect its commitment to adventure.&lt;br /&gt;
&lt;br /&gt;
==City of Deals==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to celebrate the city&#039;s position as a mercantile hub&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to cutting a deal and turning a profit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Deals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Market of a Thousand Sails&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 [[white granite]] and 15 [[weirwood]], 90 crowns, and three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Restores the Market of a Thousand Sails to its former glory&lt;br /&gt;
* Creates a new Freeborn archetype, the Hawker, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Deals&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There was a time when Anduz was one of the richest cities on the Brass Coast. When the Towers of Anduz were first completed, the city became a marketplace for every imaginable trade, drawing merchants from foreign lands to hawk their wares at the legendary Market of a Thousand Sails. This vast outdoor market housed a thousand stalls, each one covered with a colourful tarpaulin fashioned from sailcloth. At the height of its power, Anduz was not just rich but important. The presence of so many wealthy dhomiro merchants in the city bred influence and power. Anduz was a place where the Prosperous truly understood that &#039;&#039;&amp;quot;all things can have a price.&amp;quot;&#039;&lt;br /&gt;
&lt;br /&gt;
At the height of its power, the merchants who worked the marketplace were called hawkers. Prosperous to a fault, they would ply their trade, hawking their goods to any who would listen. Always eager to cut a deal and make a profit, the most successful amongst them grew fabulously wealthy, but they kept the name to let others know that they were open to any proposition. Entrepreneurs, they understood that anything that could be bought and sold, could yield a profit. The hawkers would compete with each other on price, but they were united in fierce defence of their right to trade freely with each other. The Freeborn have always outlawed slavery, but it was said that anything else for sale in the world could be bought in the Market of a Thousand Sails. &lt;br /&gt;
&lt;br /&gt;
There are still plenty of hawkers in the nation; some are aspiring business owners, looking to make their first throne by hawking their wares. Some are wealthy merchants committed to increasing their power by cutting deals. But the market of a thousand sails is gone, long since destroyed by the Lasambrians who burned the stalls and stole the bright sailcloth. With it, the focus of Anduz was lost and the prominence of its wealthy merchants declined.&lt;br /&gt;
&lt;br /&gt;
Is it time to arrest that decline? The remains of the Market are still there - some of the stone could be reused. New stalls could be erected, new sails could be woven. The Market of a Thousand Sails could be relaunched and with it the hopes and aspirations of the city of Anduz. It would not be cheap; a massive marketplace on this scale is an ambitious endeavour that would require 15 white granite, 15 weirwood and 90 crowns. But if it were endorsed by the Freeborn National Assembly, then it would help to inspire not just wealthy Freeborn but those who were hungry to join their ranks. It would remind everyone of the Freeborn belief that the fairest way to reckon the worth of something is to put a price on it. Enterprising merchants with money would be reminded that it is &#039;&#039;Prosperous&#039;&#039; to spend that wealth to wield power and influence. It would encourage Freeborn to seize the mantle of the hawkers, and embrace every opportunity to cut a deal.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=All things can have a price. We send (named individual) with 50 doses of liao to encourage the Freeborn to hawk their wares to all and sundry. Strive, toil, and claim the just rewards of your labours!|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Market of a Thousand Sails is completed and this mandate is enacted, then it will encourage citizens across the Brass Coast to celebrate the hawkers amongst them. They will applaud those Freeborn who are committed to taking every opportunity to turn a profit, ignoring those who called for propriety or charity. The Hawkers were always committed to the idea that the items one traded should be too the conscience of the trader, and were staunch activists against the interdictions of the conclave, the proscriptions of the synod and the prohibitions of the senate. The Freeborn have always been comfortable peddling influence as easily as other nations sell wares, these hawkers would epitomise that willingness to cut a deal, no matter how risky or outrageous. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the hawker archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly of all, the Market would cement the nature of Anduz as a city of deals at this moment when the stars have aligned. An epithet for a city is no small thing - if Anduz becomes the City of Deals, then any future opportunities involving the city and the surrounding territory are more likely to reflect its commitment to pursue wealth and the influence it brings.&lt;br /&gt;
&lt;br /&gt;
==City of Passions==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to commemorate the city&#039;s history as the birthplace of the firebrands&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to championing social causes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Passions&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Burning Agora&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 20 [[weirwood]], 10 [[white granite]], 90 crowns, and three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates the Burning Agora, a torchlit public space dedicated to the passionate exchange of ideas&lt;br /&gt;
* Creates a new Freeborn archetype, the Firebrand, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Passions&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anduz has always been a cosmopolitan city, a place where people thrived and ideas with them. Arguments were commonplace, often heated and passionate, but rarely would they come to blows. The Freeborn philosophy is that society is best served when every individual is responsible for themselves and to themselves. They left Highguard looking for a chance to make a new future for themselves, not to impose one on others. The city was known for its passions, the high-minded ideals of its priests and sutannir and the dedication of its inhabitants to fight for the things they believed in. &lt;br /&gt;
&lt;br /&gt;
Maria i Contero i Guerra, the wife of [[Emperor Ahraz]], was born here, and many of the Firebrands, the followers of the young Emperor, owned resources in the city at that time. The city has a storied reputation as a place where people pursue Virtue, the way a corsair pursues a prize ship. A place where a passionate commitment to an ideal is regarded as more important to the Way than doctrine or dogma. Emperor Ahraz is long dead, but many in Anduz carry a torch for their adopted son. Those embers have been fanned into a raging fire by the recent publication of the [[The Courage of Ahraz|dramatic events of the doomed Emperor&#039;s life and death]]. &lt;br /&gt;
&lt;br /&gt;
More controversially, there are some (especially the Riquezans) with growing concerns about the exact nature and intention of the [[Blood_will_thicken#A_Question_of_Scale|Grand Inspiration of the Way]]. The goal to spread the Way of Virtue to the whole world is a laudable goal, yet, what version of the Way? There is a fear that the Highborn may seek to use the Grand Inspiration to try to push a rigidly orthodox interpretation of doctrine and, in doing so, stifle a commitment to a Virtuous life.&lt;br /&gt;
&lt;br /&gt;
As a counterweight to this &amp;quot;Grand&amp;quot; Inspiration, these concerned citizens propose the construction of an open space in the centre of Anduz, a torchlit [https://en.wikipedia.org/wiki/Agora agora] where people can exchange ideas in passionate debate. Segura is almost as far as you can get from [[Bastion]] and still be in the Empire; what better place for a safe haven for those who would seek to ask the right question and courageously face any unwelcome truths that might be found? Not a place for heretics or idolators, but for those who want to pursue a Virtuous way to live their lives without being tied down by dogma.&lt;br /&gt;
&lt;br /&gt;
The Burning Agora would cost 20 wains of weirwood, 10 wains of white granite and 90 crowns. It would need to be a substantial affair, lit with torches rather than lightstones, so that [[The_Brass_Coast_religious_beliefs#Dust,_Flame,_and_Glass|the Freeborn love of flame]] could inspire speakers and listeners alike. If it were commissioned, the Freeborn National Assembly could use a mandate to endorse its construction and the legacy of Ahraz and those who followed him. If that happened it would inspire orators and idealists across the Coast to pursue their beliefs. The impassioned, the driven, those who believed in a cause would draw inspiration from the grand structure. It would encourage firebrands, people unafraid to challenge the powerful and to prepared to commit to their cause no matter the cost.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=We prize freedom and disdain arrogance. We send (named individual) with 50 doses of liao to encourage the citizens of Segura to create a place to discuss where doctrine and encourage free thinkers. Every being deserves to live the life they want in the manner they wish.|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Burning Agora is completed and this mandate is enacted, then it will encourage citizens across the Brass Coast to celebrate the legacy of the firebrands - the historical example set by the followers of Emperor Ahraz as well as those living exemplars who share their forebear&#039;s commitment to Virtue without doubt or fear, regardless of the disapproval of others. The Freeborn have always prized freedom and responsibility and disdained arrogance; these firebrands would epitomise that willingness to challenge authority as they sought ways to make the Empire live up to its ideals, no matter how much opprobrium they faced. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the firebrand archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Crucially, the Burning Agora would dedicate the soul of Anduz to the passionate pursuit of ideals, during a time of revelation. If Anduz becomes the City of Passions, then any future opportunities involving the city and the surrounding territory are more likely to reflect its commitment to idealism.&lt;br /&gt;
&lt;br /&gt;
==City of Wonders==&lt;br /&gt;
* &#039;&#039;&#039;A single commission could attempt to build all three edifices to transform the city&#039;s future&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create three new Brass Coast archetypes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require a piece of art to inspire the project provided by the Cat&#039;s Graces or similar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anduzers will provide a purse of 20 crowns to reward the winning artist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Wonders&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Dust, Glass and Flame&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 50 [[white granite]], 35 [[weirwood]], 5 [[mithril]], 30 [[ilium]], 270 crowns, and six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Requires a foundational piece of art depicting the new city to inspire architects &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates the Burning Agora, a torchlit public space dedicated to the passionate exchange of ideas&lt;br /&gt;
* Erects a new propylaeum on the south side of the city&lt;br /&gt;
* Restores the Market of a Thousand Sails to its former glory&lt;br /&gt;
* Enchants the Fountain of Wonders at the centre of the city&lt;br /&gt;
* Creates a new Freeborn archetype, the Firebrand, if supported by the Freeborn National Assembly&lt;br /&gt;
* Creates a new Freeborn archetype, the Hawker, if supported by the Freeborn National Assembly&lt;br /&gt;
* Creates a new Freeborn archetype, the Trailblazer, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Wonders&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course nobody can agree on what &#039;&#039;should&#039;&#039; be built, so inevitably someone asks why can&#039;t they build them all? That turns out to have two major problems. The first is that each of the commissions draws on the powerful hearth magic of names to influence the nature of the city. Anduz &#039;&#039;can&#039;t&#039;&#039; be the City of Deals, Passions and Adventure - magic doesn&#039;t work like that. But if magic is a problem, then why not use magic to solve it?&lt;br /&gt;
&lt;br /&gt;
Instead of building one of the commissions, the Brass Coast could attempt a single &#039;&#039;grand&#039;&#039; project, that one romantic fool calls &amp;quot;Dust, Glass and Flame&amp;quot;. The actual idea is to build all three edifices, but to include a grand fountain at the centre of the city, one permanently enchanted with ilium by the hakima to invoke wonder. It would require a lot of ilium - 30 rings in total, but that would be sufficient to balance the influence of the three individual structures and bind them all together to serve the city harmoniously.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; margin-left: 10px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;OOC Note&#039;&#039;&#039;&amp;lt;br&amp;gt;Empire includes a large element of hard skills - the success and triumphs that your character has on the field are often down to your abilities as a player, whether that&#039;s fighting in battle, trading in the Bourse or giving a speech in the Senate. For that reason we would politely ask participants to only submit original compositions created by participants in the game. This competition is a chance for the many fantastic artists in the Empire community to achieve glory. It&#039;s fine for a player-character to hire another player-character if they pay them with in-character funds, but generative AI can&#039;t be used in Empire and submitting a piece of art that was purchased out-of-character, or created by someone who isn&#039;t an active participant in Empire is outside of the spirit of this contest.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At least it would if the designs were coherent. And therein lies the second problem. The plans for each of the three edifices have been created independently - at the moment the styles and arrangements don&#039;t quite gel. If it were just a matter of artistic choices that wouldn&#039;t be vital, but when trying to take advantage of hearth magic in this way it is &#039;&#039;vital&#039;&#039; that everything gels together.&lt;br /&gt;
&lt;br /&gt;
To solve &#039;&#039;that&#039;&#039; problem, the hakima suggest that asking the &#039;&#039;Cat&#039;s Graces&#039;&#039; to hold a contest to create a foundational piece of art, once it is confirmed as a [[Imperial sodality|sodality]] by the Imperial Senate. What is needed is an artist&#039;s impression of New Anduz to set the tone for the redevelopment of the whole city. The designs for the Agora, the Propylaeum and the Market could be updated to reflect the art produced. (The National Assembly would have to take up the challenge of organising an appropriate contest if the sodality fails to pass the Senate). The contest needs to challenge artists to create a beautiful piece of art depicting the new city, something to capture the imagination and inspire those who see it. Then the sodality need to pick the best one. Once a copy of the winning artwork is provided to the [[Civil Service|civil service]], inhabitants of the city will provide the artist who created it with a purse of 20 crowns in reward for their efforts.&lt;br /&gt;
&lt;br /&gt;
That leaves one final issue that is not so easily overcome. The cost. Creating all three edifices - and a huge magical fountain to tie them all together is exciting, it&#039;s romantic, it fires the imagination. It&#039;s also very expensive. Can the Brass Coast really afford it? Each of three individual edifices is a tall order, they&#039;re large impressive structures that would need a lot of investment. Any one of them could change the fate of Anduz and help bolster the fortunes of the nation. Just completing one would be a challenge and require everyone to pull together. It&#039;s a great accomplishment to achieve any one of these.&lt;br /&gt;
&lt;br /&gt;
It might appeal to the heart to try and do it all, but it&#039;s not the most efficient way to restore the fate of Anduz and even suggesting it, risks embracing the idea in a fit of enthusiasm and then discovering a year or more down the line that they can&#039;t raise the funds. The fate of Anduz is to continue its slow decline if nothing is done - the worst thing that could happen is to choose the most expensive option and then for it to languish for years unfunded.&lt;br /&gt;
&lt;br /&gt;
The nation would be ill-advised to attempt the most dramatic development of Anduz, unless there is genuine support to ensure that the resources are there to ensure it can be built.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if it could be done, it would transform the fate of Anduz, making it the City of Wonders. The place would rival the great cities of the Empire, and any future opportunities involving the city and the surrounding territory would be more likely to reflect its nature as a city of wealth and adventure that embraced novelty and new ideas.&lt;br /&gt;
&lt;br /&gt;
==City of Stones==&lt;br /&gt;
* &#039;&#039;&#039;If nothing is commissioned, or no work begins within a year then Anduz will gain the ruins quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Stones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If nothing is done, if this opportunity to determine the fate of Anduz passes unmarked, then the city will continue much as it always has. Anduzjasse would gain the &#039;&#039;&#039;ruins&#039;&#039;&#039; quality, as the focus of people who living there turns to survival among the remnants of a previous age. That will happen if nothing is commissioned, or if one of the edifices is commissioned but a year passes with no progress on the building. If that happens, the city would gain the moniker the City of Stones and future [[opportunity|opportunities]] would reflect the focus on survival over success.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
* &#039;&#039;&#039;The three mandates are not competing, the Freeborn National Assembly can pass any or all of them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandates are only available at this summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandates have no effect unless the commission associated with them is built&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the three mandates is only available at the forthcoming summit. They are &#039;&#039;not&#039;&#039; competing mandates, the Freeborn National Assembly could pass some or all of them, but they must be enacted in the coming season, otherwise the opportunity to benefit is lost.&lt;br /&gt;
&lt;br /&gt;
None of the mandates will have any effect until the commission it is associated with is built, either the single edifice linked to that mandate, or the grand edifice, Dust, Glass, and Flame, that is linked to all three mandates.&lt;br /&gt;
&lt;br /&gt;
The Freeborn Assembly does not have to pass all the mandates. The Empire can build one of the three edifices, or the grand commission that combines them all, but the Assembly can pick and choose which mandates they wish to enact. They could skip one or more of the mandates for any reason.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Segura]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Region_qualities&amp;diff=139446</id>
		<title>Region qualities</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Region_qualities&amp;diff=139446"/>
		<updated>2026-05-29T19:10:41Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Each region in a [[territory]] may have one or more qualities that describe key aspects or features, which may have important economic, strategic or magical considerations. &lt;br /&gt;
&lt;br /&gt;
Some negative qualities have specific methods that the Empire can use to remove them. Without that, it is not possible to create, remove or change the quality of a region without an [[opportunity]] or an [[appraisal]] - they reflect the essential nature of the land.&lt;br /&gt;
&lt;br /&gt;
==Geographic Qualities==&lt;br /&gt;
These qualities occur frequently and represent simple aspects of physical geography.&lt;br /&gt;
&lt;br /&gt;
===Arid===&lt;br /&gt;
This region has little in the way of fresh water, with wells being valuable commodities. They are often also sparsely settled. Building permanent settlements in these regions is a challenge, as is establishing fortifications. All farms in a territory with at least one region that has the arid quality suffer a 1 rank penalty. The curses [[Rivers Run Red]] and [[Rivers of Life]] are ineffective in a territory whilst any region is arid. At present, no Imperial regions have this quality&lt;br /&gt;
&lt;br /&gt;
===Coastal===&lt;br /&gt;
A &#039;&#039;coastal&#039;&#039; region does not simply border the sea or other large body of water, but has a sufficiently accessible shoreline to allow the construction of a [[shipyard]]. Such regions are also, by consequence, vulnerable to attacks by [[navy|navies]]. Coastal regions can be found in places such as the sprawling islands of [[Madruga#Free_Landing|Free Landing]], the smooth and fertile foothills of [[Redoubt#Naris|Naris]], and the storm-riddled clay slurries of [[Bregasland#North_Fens|North Fens]].&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
A &#039;&#039;forested&#039;&#039; region features large amounts of distinctive, often dense woodland. Whether the great stands of ancient oaks in [[Miaren#Goldglades|Goldglades]], the dense pine forests of [[Skarsind#Solvihill|Solvihill]] or the once-tainted vegetation of [[Liathaven#Westwood|Westwood]], the presence of large forests allows for casting of rituals such as [[Forge the Wooden Fastness]] and enables an Imperial [[Army_qualities#Guerrilla|guerrilla]] army to execute a &#039;&#039;hit and run&#039;&#039; order if the Empire controls the region.&lt;br /&gt;
&lt;br /&gt;
===Hills===&lt;br /&gt;
A &#039;&#039;hills&#039;&#039; region is mountainous, home to sharp inclines, rough escarpments or similar forms of difficult terrain. Although this does not limit the ability of armies to traverse the territory, it has important implications for strategic magic such as [[Frozen Citadel of Cathan Canae]], and enables an Imperial [[Army_qualities#Guerrilla|guerrilla]] army to execute a &#039;&#039;hit and run&#039;&#039; order if the Empire controls the region. Examples include the cave-filled slopes of [[Morrow#Altis|Altis]], the magnificent peaks of [[Hahnmark#Kalpamark|Kalpamark]], and the rugged valleys of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]].&lt;br /&gt;
===Islands===&lt;br /&gt;
An &#039;&#039;islands&#039;&#039; region is made up of large amounts of water and a number of discrete landmasses. It is commonly also coastal, for obvious reasons. A region of islands cannot be entered, left, moved through, or attacked by an [[army]], unless it is being transported by a [[navy]]. The most prominent examples are the coastal islands of [[the Brass Coast]] - the [[Feroz#Cazar Straits|Cazar Straits]] and [[Madruga#Free Landing|Free Landing]].&lt;br /&gt;
&lt;br /&gt;
===Marsh===&lt;br /&gt;
A &#039;&#039;marshy&#039;&#039; region might contain swamps, bogs, fens, or similar wetland, sufficient for the casting of rituals such as [[Dripping Echoes of the Fen]], or for an Imperial [[Army_qualities#Guerrilla|guerrilla]] army to execute a &#039;&#039;hit and run&#039;&#039; order if the Empire controls it. These marshes can have tremendous diversity - compare the murky mangrove swamps of [[Therunin#East_Ashes|East Ashes]] to the misty bogs of [[Kallavesa#Rundhal_Marsh|Rundhal Marsh]] or the eerie grey meres of [[Bregasland#Grey_Fens|Grey Fens]].&lt;br /&gt;
&lt;br /&gt;
Following the [[Light upon the water|supernatural storms]] of 384YE which turned [[Light_upon_the_water#Price_of_the_Marshes|large sections of the Empire&#039;s marshes into boggy swamps]], the labour costs of any commission built in a region with the &#039;&#039;marsh&#039;&#039; quality increase by one fifth.&lt;br /&gt;
&lt;br /&gt;
==Historical Qualities==&lt;br /&gt;
These qualities reflect the history of a region; they are the by-product of human, orc or other creatures enacting their will upon the area.&lt;br /&gt;
&lt;br /&gt;
===Abandoned===&lt;br /&gt;
The region has been abandoned by those who once lived there. As a result of the lack of people and the stubborn spirit amongst those who do still reside here, no mandate enacted by the Imperial Synod will affect a territory with an abandoned region. There are still people living in the region, but there are far fewer inhabitants remaining than once called this bustling territory their home. The one positive is that there are countless abandoned farms, mines, businesses and likewise scattered across the territory. As a result, any character of the correct nation who chooses to move their personal resource to a territory with a region that is abandoned does not have to pay the standard fee of two crowns. At present, Afarjasse, Cazar Straits, Fontargenta, Morajasse, and Oranseri of [[Feroz]] have this quality.&lt;br /&gt;
&lt;br /&gt;
===Burnt===&lt;br /&gt;
Through a boon provided by the eternal [[Surut]], the forests of [[Liathaven#West_Ranging|West Ranging]] in [[Liathaven]] were consumed by an irresistible fire that left naught but grey ash in its wake.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
The city quality denotes a large, established settlement, but it is more than just having a built-up population area or a large town. [[Necropolis#Coursmouth|Coursmouth]] has the city quality due to the dead city of [[Necropolis#The_Necropolis|the Necropolis]].&lt;br /&gt;
&lt;br /&gt;
===Foreigners===&lt;br /&gt;
Some Imperial regions have large populations of foreigners living there.&lt;br /&gt;
&lt;br /&gt;
===Haunted===&lt;br /&gt;
The sites of massacres and the sacred resting places of myriad heroes can develop a &#039;&#039;haunted&#039;&#039; atmosphere, where unquiet spirits restlessly stalk the land. These ghosts are not necessarily malign, but they often require specially trained individuals - such as the [[Highguard_religious_beliefs#Stewards_of_the_dead|stewards of the dead]] in Highguard - to safely keep them restful.&lt;br /&gt;
&lt;br /&gt;
===Ruined===&lt;br /&gt;
The cruel reality of war can leave a once-prosperous region with little but &#039;&#039;ruins&#039;&#039;. Such regions often bear a melancholy air, with the echoes of past glories fading with the further passage of time. Despite this devastation, such regions can be crucial for the casting of rituals such as [[The Basalt Citadel]].&lt;br /&gt;
&lt;br /&gt;
==Political Qualities==&lt;br /&gt;
These qualities reflect current political events in a region; the result of social and economic events in the area over time. They are less durable than other qualities, more likely to come and go as a result of the most recent actions in the area.&lt;br /&gt;
&lt;br /&gt;
===Impoverished===&lt;br /&gt;
An impoverished region has seen much of its wealth and assets stripped and sold; the plundered wealth gone. Being impoverished does make it cheaper to build new civilian commissions here. People are desperate for paid work, anything that might earn them enough to feed themselves and their families. Any [[Commission#Civilian_Commissions|civilian commission]] that is built solely in a region or regions that have the impoverished quality cost only one crown per wain, rather than the usual three. At present, Cazar Straits, Fontargenta, Morajasse, and Oranseri of [[Feroz]] have this quality.&lt;br /&gt;
&lt;br /&gt;
===Lawless===&lt;br /&gt;
Bandits are a ubiquitous problem across the Empire, but the magistrates deal with them where they can. As a result, they rarely grow to the point where they threaten an entire region. A lawless region is infested with large bandit groups. Lawlessness is a problem for everyone - the threat of banditry is a terrible danger for any law-abiding citizen in the territory who cannot defend themselves from the bandits&#039; depredations. It also impacts the [[Imperial treasury]] - the taxation provided by a territory does not increase naturally while any region remains lawless. That reflects the impact thieves, bandits, and pirates have on local businesses and resources, as well as the tendency of more established criminal groups to attack tax collectors directly. At present, only Morajasse of [[Feroz]] has this quality.&lt;br /&gt;
&lt;br /&gt;
===Uncooperative===&lt;br /&gt;
An &#039;&#039;uncooperative&#039;&#039; region has some reason to make life difficult for Imperial armies stationed in the territory. Any Imperial army stationed in a territory has its upkeep increased by a tenth for every region that has the quality, and as long as any region has that quality the territory cannot support an Imperial army. At present Fleisardh of [[Mareave]] have this quality.&lt;br /&gt;
&lt;br /&gt;
===Under-developed===&lt;br /&gt;
&#039;&#039;Under-developed&#039;&#039; regions lack critical infrastructure. There are few roads or bridges over important rivers, and those that do exist are in poor condition or completely ruined. While the area may have natural resources, little has been done to develop them and there are few prosperous farms or businesses in the region. The presence of each under-developed region adds one-fifth to the labour costs of any commission in the territory. At present, no Imperial region has this quality.&lt;br /&gt;
&lt;br /&gt;
===Under Threat===&lt;br /&gt;
Regions that are &#039;&#039;under threat&#039;&#039; are threatened by insurgent forces that are hostile to the controlling power. These partisans engage in acts of sabotage or carry out attacks designed to undermine whoever rules the area. If the region is attacked by a force aligned with the partisans, then the attackers are considered to have a beachhead - that is they do not suffer the usual penalties for [[War#Supply_Lines|supply lines]]. &amp;lt;!--The regions of [[Ossium#Drownbark_Forest|Drownbark Forest]], [[Ossium#Echofell|Echofell]] and [[Ossium#Webwood|the Webwood]] in [[Ossium]] are currently under threat from [[Druj]] insurgents.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Underpopulated===&lt;br /&gt;
There are relatively few inhabitants in an &#039;&#039;underpopulated&#039;&#039; region. While hostile geography may limit the number of people who dwell in a mountainous or barren region, this quality reflects a history of depopulation in an area that means it sustains far fewer people than it otherwise might. Any region that is under-populated contributes &#039;&#039;&#039;nothing&#039;&#039;&#039; to support the armies of whichever nation controls the territory. At present, Afarjasse, the Cazar Straits, and Morajasse of [[Feroz]] have this quality&lt;br /&gt;
&lt;br /&gt;
==Magic Qualities==&lt;br /&gt;
These qualities are the result of unique magical effects afflicting a region. They may be the result of some ongoing curse or enchantment, or else the lingering effects that remain after powerful has run its course somewhere.&lt;br /&gt;
&lt;br /&gt;
===Accursèd===&lt;br /&gt;
The presence of  [[Spiral#The_Black_Plateau|{{Black Plateau}}]] in [[Spiral#Screed|Screed]], [[Spiral]] has left the region &#039;&#039;accursèd&#039;&#039;. The  {{Black Plateau}} appears to feed on negative emotions and amplify them, burgeoning the mind with hallucinations and oppressive, malign thoughts causing people to dwell on past failures, insults, and suspicions. Since the  {{Black Plateau}} was [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|fully awakened]] shortly before the Spring Equinox 382YE, this quality has the following effects on Spiral:&lt;br /&gt;
* Every army fighting in the territory takes 25% additional casualties&lt;br /&gt;
* It is impossible to receive natural resupply in the territory&lt;br /&gt;
* Any army that spends the season in the territory will lose 5% of its maximum fighting strength over the course of that season even if it is not engaged&lt;br /&gt;
* Fleets, military units, businesses, and farms have their production reduced by a quarter&lt;br /&gt;
* The upkeep of Bourse resources is doubled&lt;br /&gt;
===Infested===&lt;br /&gt;
The [[vallorn]] exists in several states, ranging from full domination to pending threat. The &#039;&#039;infested&#039;&#039; quality means there is a significant presence of vallornspawn and [[Vallorn#Vallorn_Miasma|vallorn miasma]], but that the loathsome entity has not &amp;quot;dug in&amp;quot; the way it has in a region with the vallorn quality. At the moment the only Imperial nation with this quality is [[Therunin#East Ashes|East Ashes]] in [[Therunin]]. Miasma hangs over its western and northern reaches, and there are numbers of vallornspawn in the region that will need to be dealt with. Unlike a region fully claimed by the vallorn it is not invulnerable to attack. Any [[army]] or armies trying to conquer the region will need to deal with the vallornspawn there; these function as a battalion with a strength of 4,000 that both defend the region and inflict casualties, similar to the effect of [[Forge the Wooden Fastness]]. Claiming the region will disperse this force and remove the infested quality.&lt;br /&gt;
&lt;br /&gt;
===Nightwoven===&lt;br /&gt;
The Druj have tainted the marshes of [[Zenith#Proceris|Proceris]] in [[Zenith]] with Night magic. As a result, any casting of [[Dripping Echoes of the Fen]] will increase the victory points necessary to claim the region by fifteen, up from ten.&lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
A region might become &#039;&#039;poisoned&#039;&#039; through the working of foul magics, tainting the land with venomous creatures, treacherous foliage and the like. Each Imperial campaign army that moves through, or fights in, such a region suffers 250 casualties during that season of campaigning. The ritual [[Why Sulemaine Walked Away From The Baker]] protects an army from this effect, but orders have no effect to reduce these casualties. &lt;br /&gt;
&lt;br /&gt;
Historically, the Druj have inflicted this quality on regions of [[Holberg]] and [[Carnival_of_rust#Ghostlight_.28Battle_Opportunity.29|attempted]] to do the same to [[Zenith#Proceris|Proceris]] in [[Zenith]]. The Druj managed to use the [[Ashes#Poison_and_Ashes_(Battle_Opportunity)|Sephals Cauldron]] in [[Therunin]] and as of the start of the [[Blood_and_mire#Game_Information:_Therunin|Autumn Equinox 386YE]] Lower Tarn Valley is poisoned. Druj armies are not entirely untouched by this quality, but suffer half the expected casualties.&lt;br /&gt;
&lt;br /&gt;
===Rimebound===&lt;br /&gt;
Rimebound regions are touched by the influence of the &#039;&#039;Queen of Ice and Darkness&#039;&#039;, [[Cathan Canae]]. The weather in a rimebound region is always &#039;&#039;intense&#039;&#039; - when it&#039;s hot elsewhere then it&#039;s baking hot here; when it rains the downpour is torrential; winds blow more strongly than anywhere else and gales are common. In winter the weather is even worse. Snowfall is heavy and lingers on the ground for weeks; winter blizzards are not unknown; and both lakes and rivers freeze over with ice thick enough to pull a caravan over it.&lt;br /&gt;
&lt;br /&gt;
Any [[Summer magic|Summer ritual]] that makes the land harder to take would likely be more effective when cast on a rimebound region; rituals of other realms are unlikely to be affected. A [[Frozen Citadel of Cathan Canae]] will have 3000 strength rather than 2000, while [[Golden Ramparts]] would increase the strength of a regular garrison in the region by 2250 rather than 1500. A fortification in the region that was targeted with [[Stalwart Stand on Solid Ground]] will not collapse until the ritual ends no matter how much damage it takes.&lt;br /&gt;
&lt;br /&gt;
===Vallorn===&lt;br /&gt;
The Spring-fuelled &#039;&#039;[[vallorn]]&#039;&#039;, spawned from the disaster that ended the empire of Terunael, can infest regions with its rampant fecundity. Any such region falls out of Imperial control - it is not possible for civilisation as the Empire understands it to coexist with the overgrowth, miasma and strange monsters that the vallorn exudes.&lt;br /&gt;
&lt;br /&gt;
===Watchful===&lt;br /&gt;
The [[The_Barrens#Heart_of_Peytaht|Heart of Peytaht]] in [[The Barrens]] has the &#039;&#039;watchful&#039;&#039; quality. Anyone who presses into the dense woodland feels uneasy, and reports the sense of being unwelcome and watched by an unseen force. Rumours abound that the forest is possessed by some sort of dark spirit, perhaps akin to the sovereigns of Varushka.&lt;br /&gt;
&lt;br /&gt;
Attempts to explore the inside of the Heart of Peytaht have been met with failure. Any army moving through the region can expect to take significant casualties in doing so - it has been some time since a great force of Druj marched through it in 376YE, but corpses from it are still found hung by their entrails or huddled by the boles of massive trees, having died in great agony and terror.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Push_for_victory&amp;diff=139415</id>
		<title>Push for victory</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Push_for_victory&amp;diff=139415"/>
		<updated>2026-05-28T21:08:49Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Recent History]][[Category:Imperial Address]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Cousins,&lt;br /&gt;
&lt;br /&gt;
We stand on the precipice of completing our work in the Sarangrave. Already our heads turn to settling and building up the lands we have won there. &lt;br /&gt;
&lt;br /&gt;
The Druj wither in our grip. The final throes of a dying regime. All that remains is to keep the boot on their necks, to keep the momentum we have won. They know the truth as well as we do. We are inevitable. It will not be today, it will not be tomorrow, but in the coming months, our day will come.&lt;br /&gt;
&lt;br /&gt;
This is only possible through further militarisation. Progress is only possible through growth. &lt;br /&gt;
&lt;br /&gt;
To that end, I am proud to announce the completion of the second army raised by my hand. These armies keep my promises to you. The Lions of Adelmar are my heart in the East, realising my Ambition to reap destruction on the Druj. This League army is my hand in the West, answering my oath to leave no Imperial hearth undefended.&lt;br /&gt;
&lt;br /&gt;
The West needs forces to guard their homes. Not in a year, not soon. Now. I have been able to fund this army two seasons early to meet that need. The Jotun will see that we fight for what is ours from Bregasland to Sermersuaq to Tassato.&lt;br /&gt;
&lt;br /&gt;
I promised not to leave the West undefended in our push for victory against the Druj. I keep my oaths. &lt;br /&gt;
&lt;br /&gt;
The glory is not all mine to claim. The people of Navarr have acted in incredible prosperity. The Senate did not elect to give Navarr public funding. Navarr currently does not have any national bourse seats. This army was funded with boot leather and the prosperity of individual citizens. They faced every challenge and met it head on. &lt;br /&gt;
&lt;br /&gt;
This work is nothing short of exemplary. There are those with much more who have done much less.&lt;br /&gt;
&lt;br /&gt;
The work continues. We can build more armies in the Marches, Navarr, Wintermark and Varushka. And we will.&lt;br /&gt;
&lt;br /&gt;
The Empire is the largest it has ever been. We are waging the greatest war our Empire has ever seen with the greatest military force we have ever built.&lt;br /&gt;
&lt;br /&gt;
The stars say that the age of resurgence is over. The stars are not my master. We decide what our future holds. Victory is our choice, it belongs to us.&lt;br /&gt;
&lt;br /&gt;
This season I would like to commend:&amp;lt;br&amp;gt;&lt;br /&gt;
Herminius of the House of the Wanderer, without whom expediting the third League Army would not have been possible.&amp;lt;br&amp;gt;&lt;br /&gt;
Jack Ashton of the Tusks and Tager ‘Defender of the Fallen’ Tyrshalt of the Bloodcloaks for their impressive military strategy in the West.&amp;lt;br&amp;gt;&lt;br /&gt;
The Brokers of Navarr for their work in funding the third Navarr army.&amp;lt;br&amp;gt;&lt;br /&gt;
The brave Imperial Heroes who prevented the riling of the Vallorn in Eastring. In particular the Vallornguard and Ser Rhydian de Rondell who led and funded the skirmish respectively. &amp;lt;br&amp;gt;&lt;br /&gt;
Ematius Ankarien for his years of exceptional service as Archmage of Winter.&lt;br /&gt;
&lt;br /&gt;
Inextricable. Indefatigable. Inevitable.&amp;lt;br&amp;gt;&lt;br /&gt;
Emperor Vesna&amp;lt;br&amp;gt;&lt;br /&gt;
Empress of the Hearth, Crowned in Thunder.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Push for victory.png|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
[[The Throne]] has the power to [[The_Throne#Address%20the%20Empire|nominate a single Imperial citizen who can deliver a message to the people of the Empire]] at each summit. [[Emperor Vesna]] has used their power to [[The_Throne#Address_the_Empire|address the Empire]], sending a message to all Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
The civil service ensure the message is heard by citizens across the Empire and beyond. The impassioned speech, calls on citizens to rally in support of the Empire&#039;s military as they seek to break the strength of the [[Druj]] once and for all. Only the very coldest hearts fail to stir to the Throne&#039;s moving oratory. Could it be true? After centuries of war, does the Empire finally stand at the threshold of an almost unimaginable victory? There are precious few who do not want to believe.&lt;br /&gt;
&lt;br /&gt;
In truth, it is not simply Emperor Vesna&#039;s indefatigable suasion that is causing citizens to rally to the cause. There is a tension in the air - everyone can feel it. The stars have all aligned... as if a new page of history was being turned. Magicians across the Empire argue about what any of it means. Is this moment portentous because of the grand conjunction, or have the stars simply chimed out the hour? On one thing they do agree - this momentous hour is laden with peril. The greater the opportunity, the greater the danger. The pages of the future are written not by fate, but by mortal hands. &lt;br /&gt;
&lt;br /&gt;
All the more reason, people say, to take up arms and push for victory. And push they do.&lt;br /&gt;
&lt;br /&gt;
==See That We Fight==&lt;br /&gt;
{{CaptionedImage|file=NBBrassCoast.jpg|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;A corsair has presented a daring plan to take advantage of the turmoil in the lands of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plan would see Freeborn fleets use the established smugglers cove in the Salt Flats of Sanath to free as many slaves as possible&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the raid happens then the existence of the cove would be exposed to the the Druj who would immediately destroy it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Spymaster can announce that the attack should go ahead as part of their announcement in the Senate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inspired by the recent efforts to map the eastern sea, &#039;&#039;Aracely i Bejarano i Erigo&#039;&#039; has spotted an opportunity to make use of the [[smugglers cove]] to undermine the Druj rule in Sanath. &#039;&#039;Aracely&#039;&#039;, corsair and veteran of the raids on both [[Mosaic|Chalonsio]] and [[Burning|Rachensgrab]], has her eyes on [[Salt_Flats_of_Sanath#Leen|Leen]]. Leen, specifically [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]], is home to thousands of slaves toiling under the malign cruelty of the [[Druj]]. Aracely is looking to gather support among the various Corsair families to try and pull off a daring raid to free as many of them as possible.&lt;br /&gt;
&lt;br /&gt;
The plan is not without cost; if the raid goes ahead, then those who maintain the smugglers cove in the [[Salt Flats of Sanath]] will have to abandon any hope of remaining hidden. If all goes to plan, the [[The Brass Coast|Freeborn]] can take the Druj by surprise, but as soon as the dust settles, the Druj will be on them like rats on a pie. The corsairs will evacuate everyone from the cove with them when they go, get them out before the Druj inevitably discover it, and tear it down. Because the plan guarantees the destruction of Imperial property, it will need the [[Imperial Spymaster]] to [[senate announcement|announce]] that the Smuggler&#039;s Cove is being [[Smugglers_cove#Decommissioning_a_Smugglers_Cove|decommissioned]]. There will be no charge if that happens - the Druj will take care of destroying the structure - after the Freeborn take what they can from territory.&lt;br /&gt;
&lt;br /&gt;
If the attack is sanctioned, then fleets from [[the Brass Coast]] will be able to take part in the &#039;&#039;&#039;Raid Leen - Rescue Slaves&#039;&#039;&#039; [[voyage]] following the Spring Equinox 388YE. A standard fleet taking this [[Fleet#Raiding|raiding]] voyage will receive six random [[herb|herbs]] and four [[Military unit#Random Resources|random resources]]. A fleet that is [[enchantment|enchanted]] or [[fleet#Upgrades|upgraded]] receives more, and may also acquire some &#039;&#039;&#039;Druj Potions&#039;&#039;&#039; as part of their loot, usually representing a captured [[potion]] or two useful to warriors.&lt;br /&gt;
{{CaptionedImage|file=Rahmah i Darwisj i Erigo.jpg|caption=&#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039;, Imperial Spymaster|align=right|width=250}}&lt;br /&gt;
Rescued slaves that are former Imperials from the eastern nations or their descendants can return home. With the help of the &#039;&#039;Proffered Hand&#039;&#039; network, they will either be welcomed back to their nations or find space in Navarr where they can be helped to find their place in the [[Navarr_culture_and_customs#The_Great_Dance|Great Dance]]. Of course, where the rest of the rescued slaves should go is a separate question entirely. There could be hundreds, potentially even thousands, of liberated slaves to house, feed, and support in the coming season if the raid is as successful as Aracely hopes.&lt;br /&gt;
&lt;br /&gt;
Each standard fleet assigned adds 100 strength to the opportunity. The voyage is a raiding action, so any ritual that benefits a raid will help. If the raiders achieve at least five thousand strength in total, then the raid will be a success and the corsairs and their allies will free hundreds of slaves, mostly former Imperials, from the clutches of the Druj. If there is less than a thousand, then the raid will be botched; few if any slaves will be freed, and the raiders will be lucky to get away with their lives.&lt;br /&gt;
&lt;br /&gt;
If enough fleets support the raid to achieve seven and a half thousand strength or more, then the attack will be a triumph, and those freed will also include scores and scores of individuals who have never been part of the Empire. That will be a problem, of course, but surely a better problem than leaving them languishing in Druj chains, says Aracely? Whatever happens, the raid won&#039;t impact the Druj&#039;s ability to fight the Empire, Aracely&#039;s conceives of this raid as a symbolic gesture, one that will demonstrate Imperial commitment to doing the right thing and hopefully set the tone for freeing the rest of the Mallum.&lt;br /&gt;
&lt;br /&gt;
Six months ago, however, the Freeborn national assembly [[387YE_Autumn_Equinox_Synod_judgements#Judgement_77|upheld a judgement]] warning their people to beware the false virtue of [[Malign_spiritual_presences#Anarchy|Anarchy]] (also known as Freedom). In the past, raids such as this have seen those involved - no matter how virtuous their intent - come away with some form of spontaneous aura. Many of those auras have had overtones of Anarchy. While the assembly resolutely did not uphold a [[387YE_Winter_Solstice_Synod_judgements#Judgement_79|mandate raised last season]] that would encourage the Freeborn to reject Anarchy, some cautious voices question whether now is the right time to take such potentially precipitous action.&lt;br /&gt;
{{CaptionedImage|file=NBLeague.jpg|align=right|width=150}}&lt;br /&gt;
==My Hand in the West==&lt;br /&gt;
* &#039;&#039;&#039;The staff at the Barossa School of Imperial Strategy are eager to support the logistics of an Imperial army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A Senate motion could draw on the expertise to change the quality of a single army, changing its quality to fast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Changing an army&#039;s quality in this way would cost 10 wains of mithril&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to change the quality of the Argent Sword in this manner&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity is available until the end of the Autumn Equinox 388YE&#039;&#039;&#039;&lt;br /&gt;
The League is readying itself for the third army to finish mustering in [[Tassato]]. If nothing changes, the [[general]] will be available for [[General#Appointment|appointment]] at the Autumn Equinox 388YE. Inspired by the army having been fully funded, and its place as the western hand of &#039;&#039;&#039;Emperor Vesna&#039;&#039;&#039;, the staff at the [[Tassato#Barossa_School_of_Imperial_Strategy|Barossa School of Imperial Strategy]] have worked with &#039;&#039;Delphysius, Polemarch of Strategy&#039;&#039; (a [[Inhabitants of the realms#Heralds|herald]] of [[Zakalwe]]) to make an offer to the Senate.&lt;br /&gt;
{{CaptionedImage|file=Zakalwe001.png|align=right|width=150}}&lt;br /&gt;
As Emperor Vesna points out, &amp;quot;The Empire is the largest it has ever been&amp;quot;. That creates strategic problems for the [[Military Council]] as they try to sustain a war on fronts that are increasingly further apart. To address this problem, the School propose to work with the quartermasters and logisticians of a single Imperial [[army]] to see what improvements could be made; what could be sacrificed in the name of haste. To approve the proposal, the Senate would need to pass a [[Senate motion|motion]] naming a single Imperial [[army]]. The chosen force would lose its existing quality and become [[Army qualities#Fast|fast]] instead, at the start of the next summit.&lt;br /&gt;
&lt;br /&gt;
Sadly, due to the magical nature of the [[Argent Sword]], it is not possible for the Tassatan strategists to help that army.&lt;br /&gt;
&lt;br /&gt;
==The Greatest War==&lt;br /&gt;
* &#039;&#039;&#039;Three Hands has written to the office of the senator for Holberg to offer the assistance of the Sand Fisher sept&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The orcs are offering to approach a single sept languishing under Druj rule, to try to persuade them of the Empire&#039;s good intentions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The League National Assembly can decide which sept the Sand Fishers should approach.&lt;br /&gt;
When Three Hands came to [[Anvil]], various League luminaries asked him for help approaching the orc septs languishing under Druj rule. The lives of the Sand Fishers have been transformed by their friendship with the League - could the sept not help them carry that message of hope to those who were forced to labour for the enemy.&lt;br /&gt;
{{CaptionedImage|file=Assembly_League.png|align=right|width=175}}&lt;br /&gt;
It&#039;s an appealing thought on the face of it. The [[Conflict_in_the_Barrens#Diplomatic_Outreach|slave rebellion in the Barrens]] was devastating for the Druj - they lost three armies in a single stroke. They never recovered their martial strength and look what has become of them now! Still, as Three Hands pointed out, look what happened to those who rebelled. Their treatment at the hands of the Empire was so deadly, that the Black Wind ended up bending the knee to the [[Druj lore#Buruk Tepel|Buruk Tepel]] as the only way to survive. The elderly orc was clear he thought that any plan to try and persuade the septs of the Empire&#039;s good intention was doomed to fail. Anyone the Sand Fishers spoke to would be bound to ask about the events in [[the Barrens]] and Three Hands was very clear that they wouldn&#039;t lie about what happened. Hard to see how that conversation could possibly end well... and so he encouraged those he spoke to, to let it drop.&lt;br /&gt;
&lt;br /&gt;
Technically, Emperor Vesna is not the Emperor of the Sand Fishers. They&#039;re foreigners in a legal sense - though you&#039;d be hard pressed to know it, based on how Loyal many of them see to be to [[Holberg]] at least. However, the Throne&#039;s words reach every part of the Empire and that includes the [[Merchant_Prince_of_Misericorde_Market|the Misericorde Market]]. The Sand Fishers have little they can contribute to support the fighting against the Druj - they have almost no skilled warriors. Still, the sept is determined that they should do what they can to help the Throne that has done so much to help them (they don&#039;t seem to distinguish between [[Empress Lisabetta]] and Emperor Vesna in that regard).&lt;br /&gt;
{{CaptionedImage|file=Actuallythebest001.png|align=right|width=175}}&lt;br /&gt;
Three Hands &#039;&#039;still&#039;&#039; thinks it will all end in disaster, but he quotes the guidance with the fervour of the convert. &amp;quot;It is better, by far, to try and fail, than fail to try.&amp;quot; So he, and other members of his sept, are now resolved to try. If the League National Assembly upholds a statement of principle which names a single sept or group of orcs suffering under Druj rule, a handful of Sand Fishers will try to sneak into Druj lands, to approach them, and to see what might persuade them to consider the idea of trusting the Empire. In the event that two or more statements of principle are raised naming different septs, then only the judgement that was upheld with the highest margin would be acted upon by the Sand Fishers.&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are at pains to keep expectations low. They want to disabuse anyone of the notion that the Sand Fishers turning up and saying &amp;quot;Look it worked out great for us&amp;quot; is going to suddenly convince orcs who have heard what happened to septs in the Barrens to trust the Empire. &#039;&#039;&amp;quot;Dreamers hope for the best, the wise fear the worst, but all the dreams die in the Mallum&amp;quot;&#039;&#039;, as Three Hands puts it. The Sand Fishers approaching a sept is bound to work better than anyone, bar perhaps the Imperial Orcs, making the attempt, but the best possible outcome is that the party comes back with a list of demands. The worst possible outcome is nobody comes back at all.&lt;br /&gt;
&lt;br /&gt;
There is just one catch: Three Hands is coy in his letter, but it is clear that he is concerned that this could go wrong in other ways too. If the Sand Fishers reach out to successfully embrace one of the septs of the Mallum, but that sept ends up getting slaughtered by the Empire anyway, that will inevitably cause lasting damage to the Empire&#039;s otherwise excellent relations with the orcs of Holberg.&lt;br /&gt;
&lt;br /&gt;
==Greatest Military Force==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Assembly Dawn.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly ImperialOrc.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly Wintermark.png|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dawn, the Imperial Orcs, and Wintermark have been inspired to support the military units of their nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The assemblies of the three nations could enact mandates to encourage their citizens to embrace national traditions and support the Empire&#039;s wars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of [[Dawn]], the [[Imperial Orcs]], and [[Wintermark]] have been inspired by the Throne address to do what they can to support the captains of their nations. If the Empire is to finally end the threat of the Mallum, then one way of securing victory would be to encourage those in the three nations who own smallholdings such as farms, forests, or mines, to make ready for war and take up arms against the barbarians. &lt;br /&gt;
&lt;br /&gt;
Dawn, the Imperial Orcs, and Wintermark all elect their Bourse seat holders through [[Tally of the Votes]] of [[military unit]] captains - a reflection of the strong martial traditions of these nations. Indeed, the Imperial Orcs only get votes when supporting an army. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr; gap: 10px; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{mandate|mandate=Where they have sown fear, we will make flowers grow. We send {named priest} with 25 doses of liao to encourage Dawn to take up arms. Glory is there for the taking.|assembly=Dawnish Assembly}}&lt;br /&gt;
{{mandate|mandate=When faced with the choice between death or protecting what is worthy, we face no choice at all. We send {named priest} with 15 crowns to encourage the Unshackled to bring death to the Druj. We have one life; we must make it count.|assembly=Imperial Orc Assembly}}&lt;br /&gt;
{{mandate|mandate=A good death awaits us. We send {named priest} with 25 doses of liao to encourage Wintermark to ready themselves for war. A hero has a name.|assembly=Wintermark Assembly}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If these mandates are passed in the relevant assemblies, then it will create an opportunity for the coming season for any character of that nation to change a [[business]], [[farm]], [[fleet]], [[herb garden]], [[mana site]], [[mine]], or [[forest]] to a [[military unit]] &#039;&#039;in the same territory&#039;&#039; without incurring a cost. Crucially, the new resource will be the same level as any resource they give up to make the change - reflecting local support for their efforts to embrace their national traditions and support the Empire&#039;s war efforts.&lt;br /&gt;
==Nothing Short of Exemplary==&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|align=right|width=175}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: Pink;&amp;quot;&amp;gt;&#039;&#039;&#039;Known Benefactors&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asael of the Reumah&#039;s Redoubt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dagon Barossa of the Shattered Tower&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dantee	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Edni Adomait	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ehud of Reumah&#039;s Redoubt	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eli of Jerico&#039;s Haven	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Enoch Cobroc	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial of Adina&#039;s Charge	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezra	of Cantiarch&#039;s Hold&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gideon of the Suns of Couros	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hannah Lleweuraidd of the Coven of Barabbas	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Icarus of the Silent Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leah, born of Leah of Ebon&#039;s Hall	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magistrate Abraham of the Constitutional Court&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melkior of Balthazar’s Vineyard	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Daughter of Esther of the Suns of Couros&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordecai	of Storm&#039;s Fury&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yakob of the The Flame Beneath The Earth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Highborn have been inspired by Emperor Vesna to fund &#039;&#039;any&#039;&#039; commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors can redirect twelve wains a season, currently going to the Grand Inspiration of the Way to any commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors meets at 11:00 on Saturday and Sunday of the summit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inspired by the Throne&#039;s exemplary [[Vigilance]] and [[Ambition]], the wealthy Highborn who support the decisions of the Council of Benefactors have gone even further than [[A_peerless_sacrifice#A_Virtuous_Benefaction|last year]]. Where before, the [[benefactor|benefactors]] have been limited to providing twelve wains each season to a [[Commission#Civilian_Commissions|civilian commission]], the citizens of Highguard have acknowledged the challenge the Throne has thrown down. After much discussion, the chapters have agreed that for the coming year at least, they will find the resources needed to support &#039;&#039;any&#039;&#039; project, providing up to twelve wains to a single commission each season. They are more than happy to continue funding the construction of the [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]] in [[Bastion]] if that is the will of the Council of Benefactors - but inspired by the Empress&#039; words they will support any commission, regardless of nation or purpose. &lt;br /&gt;
&lt;br /&gt;
There are two formal meetings of the Benefactors&#039; Council at each summit, at 11:00 on Saturday and Sunday morning. They are likely to be held in the main tent of the [[Highguard_groups#The_Shattered_Tower|Shattered Tower]]. If the Council want to change where their nation&#039;s donations are going, then they must ensure that their [[egregore]] is present when they make the decision. The egregore will make a note of the decision and pass word on to the other benefactors in the nation. If there is some debate over the decision, then the egregore will expect a decision to be taken by a simple majority vote of those present who are well known for their role as benefactors. The list above contains all the eligible benefactors currently known to be attending Anvil. Whichever commission is chosen, the people of Highguard will donate twelve wains towards it, each season, until it is complete. They will continue to support that commission until the Council of Benefactors nominates a new commission to receive the support of the nation.&lt;br /&gt;
&lt;br /&gt;
==No Imperial Hearth ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBMarches.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Marches have been buoyed by the raising of the third League army, and the imminent destruction of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The alders of Wayford have set aside ten wains of weirwood for the expansion of the Breadbasket into Mournwold&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Ten more wains of weirwood will be provided by the alders of Wayford in exchange for 30 thrones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox 387YE, the Marcher Assembly upheld a statement of principle raised by &#039;&#039;&#039;Brother Rhaego&#039;&#039;&#039; that declared that it was the solemn duty of Marchers to work the land and nourish its people. This highest calling of the Marches led to calls to expand the [[Keeper of the Breadbasket|Marcher Breadbasket]] into the [[Mournwold]]. Several wealthy citizens [[Search_high_and_low#A_Stitch_in_Time|came forward]], to offer to contribute what they could, for a cost. &lt;br /&gt;
&lt;br /&gt;
A group of [[Alder|alders]] from [[Mitwold#Wayford|Wayford]], hard-working merchants who import salt, cloves, and other spices from [[Faraden]] and [[Sarcophan Delves|the Delves]], had a tip for a cheap consignment of [[weirwood]] from a Sarcophan merchant. The ten wains of the precious golden wood were too expensive for the alders to make use of the opportunity themselves, but one of them, &#039;&#039;Anne Craig&#039;&#039;, passed on the tip to the wealthy of Anvil. &#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, newly reelected as the [[Keeper of the Breadbasket]], paid the full cost of 28 thrones, and the wains are awaiting the commission of the breadbasket&#039;s expansion.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Orson.jpg|caption=&#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, Keeper of the Breadbasket|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspired by Anne Craig&#039;s success, a group of alders from [[Mitwold#Hay|Hay]] has been on the lookout for further opportunities to acquire weirwood for the project. They have managed to negotiate with a merchant from the Sarcophan Delves for another shipment of weirwood. Originally destined for [[Foreign_ports#Caitun|Caitun]], the merchant family who agreed to the contract were discovered to have been trading with certain seedy elements in the Iron Confederacy and have been stripped of their wealth by the Court of the Five Winds. The Sarcophan merchant is willing to sell the full shipment of weirwood at the original price agreed with the Faraden, but it is another all-or-nothing trade deal that needs to be completed by the start of the Summer Solstice; otherwise they will have to look elsewhere. The alders of Hay look to the Keeper of the Breadbasket, &#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, to provide funds for the trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The player of Orson BogMyrtle can engage in the trade by ensuring the 30 thrones are in their pack and emailing {{plot}} to confirm the trade by the end of downtime.&lt;br /&gt;
&lt;br /&gt;
==Boot Leather==&lt;br /&gt;
* &#039;&#039;&#039;Urizen have been inspired to look towards the future&lt;br /&gt;
* &#039;&#039;&#039;The Urizen Assembly can enact a mandate that would encourage citizens to invest in upgrading their mana sites&lt;br /&gt;
* &#039;&#039;&#039;The Urizen Assembly could enact a different mandate that would also track the amount of mithril spent on upgrading mana sites and building structures that produce mana crystals across the nation&lt;br /&gt;
* &#039;&#039;&#039;These mandates are competing with each other&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Urizen.png|width=200|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspired by the completion of the [[Construct Roads of the Sky|Bridge of the Air]], Urizen have looked at how they might respond to &#039;&#039;&#039;Emperor Vesna&#039;s&#039;&#039;&#039; call to action. The nation has gained an increased presence in the Military Council in recent years, fielding both the [[Argent Sword]] and the [[Citadel Guard]] when the nation can only [[Army#Maximum_numbers_of_Imperial_Forces|support]] a single army. Changes to the way the [[Warmage]] is appointed have given them an additional voice in an Imperial house of power that traditionally saw limited involvement from Urizen. Instead of warfare, then, the nation looks to what they excel at: magic and the cultivation of [[Game_items#Mana_Crystals|mana crystals]].&lt;br /&gt;
&lt;br /&gt;
There will always be a dearth of crystallised mana. Adherents of [[Prosperity]] teach that there should be no magic that goes unused, and the ritualists of the Empire keep that particular tenet close to their hearts. Rituals that create shrouds, enchantments, and curses have been performed in Anvil thousands of times over the past year alone. There are more mana crystals gathered in Urizen than anywhere else in the Empire, as the [[Sound the bells|spate]] of curses from two years ago showed. It is possible that the Senate, or the [[Crystal Architect of the Spires]], could begin a renaissance of establishing [[sinecure|sinecures]] that produce mana crystals for the people of Urizen. But everyone who takes part in the [[Tally of the Votes]] of the nation owns a mana site, and &#039;&#039;that&#039;&#039; is where the focus of the nation has landed.&lt;br /&gt;
&lt;br /&gt;
The Urizen Assembly have been presented with two competing mandates. The first encourages Urizen citizens to do what they can to upgrade their own [[mana site|mana sites]]. &lt;br /&gt;
&lt;br /&gt;
{{mandate|mandate=The seeds of today will be the crops of tomorrow. We send {named priest} with 25 doses of liao to encourage Urizen to consider what tomorrow might bring. We must all do what we can to better our tomorrow.|assembly=Urizen Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then the cost to upgrade mana sites owned by Urizen characters will be reduced by one wain (to a minimum of one) until the start of the Spring Equinox 389YE. &lt;br /&gt;
&lt;br /&gt;
A second mandate is presented for the assembly, one that goes further and is in part inspired by the life of [[Adelmar the Lion]] whose [[Prelate_of_Adelmar%27s_Shrine#Academy_of_Arms|Academy of Arms]] has become a place of [[Ambition|ambitious]] pilgrimage in the mountains of [[Redoubt#Siluri|Siluri]]. It calls for a civilised contest between the great territories of Urizen to see which territory will see contribute the most to the war against the Druj.&lt;br /&gt;
&lt;br /&gt;
{{mandate|mandate=Nothing is beyond our grasp. We send {named priest} with 25 doses of liao to encourage Urizen to invest in the nation&#039;s future. Let us aim high and show there is no limit to what we can accomplish.|assembly=Urizen Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then the cost to upgrade mana sites owned by Urizen will be reduced by one wain (to a minimum of one) until the start of the Spring Equinox 389YE. In addition, the civil service will keep track of which territory receives the most investment in terms of mithril being used to both upgrade mana sites and any commissions built to increase production of mana. Whichever territory saw the most investment would see an [[opportunity]], in a similar manner to [[The greatest city in the world|competition]] between the cities of [[the League]].&lt;br /&gt;
&lt;br /&gt;
==The Work Continues==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Raise Navarr Army&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Army&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Miaren or Hercynia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 200 mithril and 75 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Can substitute weirwood in place of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; This opportunity is available for one year. The army must be raised before the end of the Winter Solstice 388YE to take advantage of the ability to spend weirwood.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restriction:&#039;&#039;&#039; This cannot be used in conjunction with the opportunity to raise an army of vates in Miaren.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Great Forest Orcs have been inspired by the promise of the end of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of the apothecaries rescued from Thornsong House want to take the fight to the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An army can be raised in any Navarr territory that allows the substitution of some or all of the mithril for weirwood&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The third army of Navarr has received all due funding; it will be raised at the Autumn Equinox 388YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;s supply will drop by one if a new army is not raised by the end of the Autumn Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Raise Third Navarr Army|third army]] of Navarr has almost finished raising in Hercynia; the general will be first elected next season at the Summer Solstice 388YE. The nation&#039;s appetite for the final battle against the vallorn continues, but it is not inexhaustible. If a new Navarr army does not begin raising by the end of the Summer Solstice 389YE, then the nation&#039;s enthusiasm will wane, and the [[Army#Maximum_numbers_of_Imperial_Forces|Navarr supply]] will drop by one. Some of the Navarr who managed to escape from the destruction of [[Thornsinger#Thornsong House|Thornsong House]] - many only thanks to the [[Crimson_and_green#Conjunction|intervention of Imperial heroes]] - want to make sure that doesn&#039;t happen. They want to help take the fight to the Druj; earnestly believing that once the Druj are defeated, the Empire will turn its attention to the vallorn next.&lt;br /&gt;
&lt;br /&gt;
Word of the address has spread to the [[Great Forest Orcs]], and they too are eager to see the end of the Druj. A year and a half ago, the orcs of the Great Forest [[The_first_shot#Therunin|offered to support]] the raising of an army in Therunin in recognition of the [[Poetry_and_prose#Great_Forest_Orcs|solemn and binding oath]] made by the Navarr to protect the sept as if they were family. That oath, that powerful &#039;&#039;geas&#039;&#039;, still stands and the Great Forest Orcs have once again pledged their support for an army centred on the apothecaries and herbalists who escaped Thornsong House. &lt;br /&gt;
&lt;br /&gt;
If the Navarr chose to raise an army centred on those who escaped Thornsong House, they could also count on the support of the Great Forest Orcs. These people are masters of working [[weirwood]]. The Empire has seen their skills with growing, harvesting, and shaping the precious wood, but the Navarr&#039;s allies are also skilled at making weapons of war with it. Any Navarr army raised in the next year could draw on the skills and experience of the Great Forest Orcs to substitute weirwood for mithril on a 1:1 basis. Unfortunately, such an army couldn&#039;t also incorporate an unusually large number of [[vate|vates]]. It is not possible to raise an army with the aid of the Great Forest Orcs which also [[The_first_shot#Miaren|benefits]] from an [[eternal]] patron.&lt;br /&gt;
&lt;br /&gt;
==All Mine To Claim==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBVarushka.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A consortium of Delev merchants has offered to sell mithril to Emperor Vesna for the purpose of raising armies&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each season Empress Vesna can purchase up to forty wains of mithril&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Delev consortium will make the mithril available, starting at three thrones per wain until at least the start of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Milena Vukovna Delevki&#039;&#039; is a [[Pride|Proud]] resident of [[Karov#Delev|Delev]], and with the [[Ward Little Boyar&#039;s Welcome|wards]] on the [[Karov#The_Little_Boyar&#039;s_Welcome|Little Boyar&#039;s Welcome]] completed, her consortium has been working to negotiate a deal to sell mithril to a contact in the [[Commonwealth]]. However, the merchant, inspired by the words of the second Varushkan ever to sit on the Imperial throne, would much rather see the mithril go towards raising Imperial armies. &#039;&#039;Milena&#039;&#039; proposes that she could instead sell the mithril from the scattered vales and outposts to the Throne, for the purpose of raising an army.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Precious Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;240 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;660 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1140 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a great deal of discussion of how they &#039;&#039;could&#039;&#039; work, but it soon becomes clear that part of the reason for their enthusiasm is a desire to support the Empress personally. The Throne almost always begins their rule with a degree of popularity with their home nation, and Emperor Vesna is no different. Every tavern in Varushka that Vesna ever stayed at, or passed through, or had a friend pass through, now sports a plaque hanging behind the bar celebrating their connection to the nation&#039;s new favourite Emperor. People are openly comparing Vesna with [[Empress Varkula]] in terms that in Varushka at least are considered flattering. Yes, Empress Varkula was terrible, but it was the good kind of terrible. She had steel in her veins! She brought terror to her enemies, and Prosperity to the Empire. &lt;br /&gt;
&lt;br /&gt;
For at least the next year, &#039;&#039;&#039;Empress Vesna&#039;&#039;&#039; can purchase up to forty wains a season at a price starting at three thrones per wain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Emperor Vesna will gain access to a [[ministry]] after the Spring Equinox 388YE that will allow them to purchase wains of mithril at a set price.&lt;br /&gt;
&lt;br /&gt;
==And We Will==&lt;br /&gt;
{{WingedMessenger|address=&#039;&#039;General Utmar of the Rahvin, The Fangs, Bitter Strand, The Barrens&#039;&#039; will receive letters.}}&lt;br /&gt;
* &#039;&#039;&#039;The Rahvin have an opportunity to &#039;&#039;deal&#039;&#039; with the Karass&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;To be legal, it would require the Empire to either cede the Bleaks to them, or declare war on, the Karass&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Not_to_conquer#Karass|Karass]] and the [[Not_to_conquer#Rahvin|Rahvin]] do not exactly see eye-to-eye. The Rahvin hate the Karass every bit as much as the Druj; indeed, they consider their enemies to be inseparable from the Druj. It&#039;s hard to imagine the contempt isn&#039;t mutual, but the Rahvin have repeated over and over to the Empire that the Karass are loyal servants of the rulers of the Mallum and that they are simply waiting for the right moment to betray the Empire and the Barrens to the Druj.&lt;br /&gt;
&lt;br /&gt;
According to the yeofolk who support the [[Merchant of the Fangs]], the Rahvin are intrigued by the words of &#039;&#039;&#039;Emperor Vesna&#039;&#039;&#039; promising that the end of the Druj is close. If it is true, then it is news worth celebrating. But the Druj won&#039;t really be gone until every trace of them is wiped from this world. &amp;quot;We will be a black wind that sweeps the Druj into the Abyss&amp;quot; is a common refrain among members of the sept. They don&#039;t just want to see the Druj defeated; they want to see every trace of them uprooted from this world. It is good news indeed that the Empire has the Druj armies on the defensive... but what about the Druj traitors here in the Barrens? What about the Karass?&lt;br /&gt;
&lt;br /&gt;
The Rahvin army is still being raised in [[The_Barrens#Bitter_Strand|Bitter Strand]], and while it is not yet ready to take the field, some of the recruits are itching for a fight. As a result, there is an [[opportunity]] to assault a small sept, like the Karass, and overpower them. &#039;&#039;General Utmar&#039;&#039; understands enough about Imperial law to know that leading his warriors against a foe enjoying the protection of [[Imperial law]] will not end well for his people. But if the Senate - or Empress Vesna - were to declare war on the Karass, then the Rahvin would seize the moment, just as the Karass did to the Vendarri, and wipe them out. Those that didn&#039;t flee back to their Druj masters in the Mallum would be slaughtered.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Senate could cede [[The_Barrens#The_Bleaks|the Bleaks]] to the Karass, and the Rahvin could then attack once the region had been claimed. That would also avoid Imperial law being a problem. It seems complicated and unnecessary to General Utmar; he&#039;d rather the Throne just declared war on them and then let the Rahvin &#039;&#039;deal&#039;&#039; with the situation.&lt;br /&gt;
&lt;br /&gt;
This opportunity is only available for a single season - the Druj armies are on the back foot now - so they can&#039;t come to the aid of the Karass if they are threatened. That might not be the case in the future. General Utmar is eager to fight the Druj, but he&#039;s not going to throw away the lives of his soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Imperial Addresses}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Push_for_victory&amp;diff=139412</id>
		<title>Push for victory</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Push_for_victory&amp;diff=139412"/>
		<updated>2026-05-28T20:12:05Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Recent History]][[Category:Imperial Address]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Cousins,&lt;br /&gt;
&lt;br /&gt;
We stand on the precipice of completing our work in the Sarangrave. Already our heads turn to settling and building up the lands we have won there. &lt;br /&gt;
&lt;br /&gt;
The Druj wither in our grip. The final throes of a dying regime. All that remains is to keep the boot on their necks, to keep the momentum we have won. They know the truth as well as we do. We are inevitable. It will not be today, it will not be tomorrow, but in the coming months, our day will come.&lt;br /&gt;
&lt;br /&gt;
This is only possible through further militarisation. Progress is only possible through growth. &lt;br /&gt;
&lt;br /&gt;
To that end, I am proud to announce the completion of the second army raised by my hand. These armies keep my promises to you. The Lions of Adelmar are my heart in the East, realising my Ambition to reap destruction on the Druj. This League army is my hand in the West, answering my oath to leave no Imperial hearth undefended.&lt;br /&gt;
&lt;br /&gt;
The West needs forces to guard their homes. Not in a year, not soon. Now. I have been able to fund this army two seasons early to meet that need. The Jotun will see that we fight for what is ours from Bregasland to Sermersuaq to Tassato.&lt;br /&gt;
&lt;br /&gt;
I promised not to leave the West undefended in our push for victory against the Druj. I keep my oaths. &lt;br /&gt;
&lt;br /&gt;
The glory is not all mine to claim. The people of Navarr have acted in incredible prosperity. The Senate did not elect to give Navarr public funding. Navarr currently does not have any national bourse seats. This army was funded with boot leather and the prosperity of individual citizens. They faced every challenge and met it head on. &lt;br /&gt;
&lt;br /&gt;
This work is nothing short of exemplary. There are those with much more who have done much less.&lt;br /&gt;
&lt;br /&gt;
The work continues. We can build more armies in the Marches, Navarr, Wintermark and Varushka. And we will.&lt;br /&gt;
&lt;br /&gt;
The Empire is the largest it has ever been. We are waging the greatest war our Empire has ever seen with the greatest military force we have ever built.&lt;br /&gt;
&lt;br /&gt;
The stars say that the age of resurgence is over. The stars are not my master. We decide what our future holds. Victory is our choice, it belongs to us.&lt;br /&gt;
&lt;br /&gt;
This season I would like to commend:&amp;lt;br&amp;gt;&lt;br /&gt;
Herminius of the House of the Wanderer, without whom expediting the third League Army would not have been possible.&amp;lt;br&amp;gt;&lt;br /&gt;
Jack Ashton of the Tusks and Tager ‘Defender of the Fallen’ Tyrshalt of the Bloodcloaks for their impressive military strategy in the West.&amp;lt;br&amp;gt;&lt;br /&gt;
The Brokers of Navarr for their work in funding the third Navarr army.&amp;lt;br&amp;gt;&lt;br /&gt;
The brave Imperial Heroes who prevented the riling of the Vallorn in Eastring. In particular the Vallornguard and Ser Rhydian de Rondell who led and funded the skirmish respectively. &amp;lt;br&amp;gt;&lt;br /&gt;
Ematius Ankarien for his years of exceptional service as Archmage of Winter.&lt;br /&gt;
&lt;br /&gt;
Inextricable. Indefatigable. Inevitable.&amp;lt;br&amp;gt;&lt;br /&gt;
Emperor Vesna&amp;lt;br&amp;gt;&lt;br /&gt;
Empress of the Hearth, Crowned in Thunder.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Push for victory.png|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
[[The Throne]] has the power to [[The_Throne#Address%20the%20Empire|nominate a single Imperial citizen who can deliver a message to the people of the Empire]] at each summit. [[Emperor Vesna]] has used their power to [[The_Throne#Address_the_Empire|address the Empire]], sending a message to all Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
The civil service ensure the message is heard by citizens across the Empire and beyond. The impassioned speech, calls on citizens to rally in support of the Empire&#039;s military as they seek to break the strength of the [[Druj]] once and for all. Only the very coldest hearts fail to stir to the Throne&#039;s moving oratory. Could it be true? After centuries of war, does the Empire finally stand at the threshold of an almost unimaginable victory? There are precious few who do not want to believe.&lt;br /&gt;
&lt;br /&gt;
In truth, it is not simply Emperor Vesna&#039;s indefatigable suasion that is causing citizens to rally to the cause. There is a tension in the air - everyone can feel it. The stars have all aligned... as if a new page of history was being turned. Magicians across the Empire argue about what any of it means. Is this moment portentous because of the grand conjunction, or have the stars simply chimed out the hour? On one thing they do agree - this momentous hour is laden with peril. The greater the opportunity, the greater the danger. The pages of the future are written not by fate, but by mortal hands. &lt;br /&gt;
&lt;br /&gt;
All the more reason, people say, to take up arms and push for victory. And push they do.&lt;br /&gt;
&lt;br /&gt;
==See That We Fight==&lt;br /&gt;
{{CaptionedImage|file=NBBrassCoast.jpg|align=right|width=250}}&lt;br /&gt;
* &#039;&#039;&#039;A corsair has presented a daring plan to take advantage of the turmoil in the lands of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plan would see Freeborn fleets use the established smugglers cove in the Salt Flats of Sanath to free as many slaves as possible&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the raid happens then the existence of the cove would be exposed to the the Druj who would immediately destroy it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Spymaster can announce that the attack should go ahead as part of their announcement in the Senate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inspired by the recent efforts to map the eastern sea, &#039;&#039;Aracely i Bejarano i Erigo&#039;&#039; has spotted an opportunity to make use of the [[smugglers cove]] to undermine the Druj rule in Sanath. &#039;&#039;Aracely&#039;&#039;, corsair and veteran of the raids on both [[Mosaic|Chalonsio]] and [[Burning|Rachensgrab]], has her eyes on [[Salt_Flats_of_Sanath#Leen|Leen]]. Leen, specifically [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]], is home to thousands of slaves toiling under the malign cruelty of the [[Druj]]. Aracely is looking to gather support among the various Corsair families to try and pull off a daring raid to free as many of them as possible.&lt;br /&gt;
&lt;br /&gt;
The plan is not without cost; if the raid goes ahead, then those who maintain the smugglers cove in the [[Salt Flats of Sanath]] will have to abandon any hope of remaining hidden. If all goes to plan, the [[The Brass Coast|Freeborn]] can take the Druj by surprise, but as soon as the dust settles, the Druj will be on them like rats on a pie. The corsairs will evacuate everyone from the cove with them when they go, get them out before the Druj inevitably discover it, and tear it down. Because the plan guarantees the destruction of Imperial property, it will need the [[Imperial Spymaster]] to [[senate announcement|announce]] that the Smuggler&#039;s Cove is being [[Smugglers_cove#Decommissioning_a_Smugglers_Cove|decommissioned]]. There will be no charge if that happens - the Druj will take care of destroying the structure - after the Freeborn take what they can from territory.&lt;br /&gt;
&lt;br /&gt;
If the attack is sanctioned, then fleets from [[the Brass Coast]] will be able to take part in the &#039;&#039;&#039;Raid Leen - Rescue Slaves&#039;&#039;&#039; [[voyage]] following the Spring Equinox 388YE. A standard fleet taking this [[Fleet#Raiding|raiding]] voyage will receive six random [[herb|herbs]] and four [[Military unit#Random Resources|random resources]]. A fleet that is [[enchantment|enchanted]] or [[fleet#Upgrades|upgraded]] receives more, and may also acquire some &#039;&#039;&#039;Druj Potions&#039;&#039;&#039; as part of their loot, usually representing a captured [[potion]] or two useful to warriors.&lt;br /&gt;
{{CaptionedImage|file=Rahmah i Darwisj i Erigo.jpg|caption=&#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039;, Imperial Spymaster|align=right|width=250}}&lt;br /&gt;
Rescued slaves that are former Imperials from the eastern nations or their descendants can return home. With the help of the &#039;&#039;Proffered Hand&#039;&#039; network, they will either be welcomed back to their nations or find space in Navarr where they can be helped to find their place in the [[Navarr_culture_and_customs#The_Great_Dance|Great Dance]]. Of course, where the rest of the rescued slaves should go is a separate question entirely. There could be hundreds, potentially even thousands, of liberated slaves to house, feed, and support in the coming season if the raid is as successful as Aracely hopes.&lt;br /&gt;
&lt;br /&gt;
Each standard fleet assigned adds 100 strength to the opportunity. The voyage is a raiding action, so any ritual that benefits a raid will help. If the raiders achieve at least five thousand strength in total, then the raid will be a success and the corsairs and their allies will free hundreds of slaves, mostly former Imperials, from the clutches of the Druj. If there is less than a thousand, then the raid will be botched; few if any slaves will be freed, and the raiders will be lucky to get away with their lives.&lt;br /&gt;
&lt;br /&gt;
If enough fleets support the raid to achieve seven and a half thousand strength or more, then the attack will be a triumph, and those freed will also include scores and scores of individuals who have never been part of the Empire. That will be a problem, of course, but surely a better problem than leaving them languishing in Druj chains, says Aracely? Whatever happens, the raid won&#039;t impact the Druj&#039;s ability to fight the Empire, Aracely&#039;s conceives of this raid as a symbolic gesture, one that will demonstrate Imperial commitment to doing the right thing and hopefully set the tone for freeing the rest of the Mallum.&lt;br /&gt;
&lt;br /&gt;
Six months ago, however, the Freeborn national assembly [[387YE_Autumn_Equinox_Synod_judgements#Judgement_77|upheld a judgement]] warning their people to beware the false virtue of [[Malign_spiritual_presences#Anarchy|Anarchy]] (also known as Freedom). In the past, raids such as this have seen those involved - no matter how virtuous their intent - come away with some form of spontaneous aura. Many of those auras have had overtones of Anarchy. While the assembly resolutely did not uphold a [[387YE_Winter_Solstice_Synod_judgements#Judgement_79|mandate raised last season]] that would encourage the Freeborn to reject Anarchy, some cautious voices question whether now is the right time to take such potentially precipitous action.&lt;br /&gt;
{{CaptionedImage|file=NBLeague.jpg|align=right|width=150}}&lt;br /&gt;
==My Hand in the West==&lt;br /&gt;
* &#039;&#039;&#039;The staff at the Barossa School of Imperial Strategy are eager to support the logistics of an Imperial army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A Senate motion could draw on the expertise to change the quality of a single army, changing its quality to fast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Changing an army&#039;s quality in this way would cost 10 wains of mithril&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to change the quality of the Argent Sword in this manner&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity is available until the end of the Autumn Equinox 388YE&#039;&#039;&#039;&lt;br /&gt;
The League is readying itself for the third army to finish mustering in [[Tassato]]. If nothing changes, the [[general]] will be available for [[General#Appointment|appointment]] at the Autumn Equinox 388YE. Inspired by the army having been fully funded, and its place as the western hand of &#039;&#039;&#039;Emperor Vesna&#039;&#039;&#039;, the staff at the [[Tassato#Barossa_School_of_Imperial_Strategy|Barossa School of Imperial Strategy]] have worked with &#039;&#039;Delphysius, Polemarch of Strategy&#039;&#039; (a [[Inhabitants of the realms#Heralds|herald]] of [[Zakalwe]]) to make an offer to the Senate.&lt;br /&gt;
{{CaptionedImage|file=Zakalwe001.png|align=right|width=150}}&lt;br /&gt;
As Emperor Vesna points out, &amp;quot;The Empire is the largest it has ever been&amp;quot;. That creates strategic problems for the [[Military Council]] as they try to sustain a war on fronts that are increasingly further apart. To address this problem, the School propose to work with the quartermasters and logisticians of a single Imperial [[army]] to see what improvements could be made; what could be sacrificed in the name of haste. To approve the proposal, the Senate would need to pass a [[Senate motion|motion]] naming a single Imperial [[army]]. The chosen force would lose its existing quality and become [[Army qualities#Fast|fast]] instead, at the start of the next summit.&lt;br /&gt;
&lt;br /&gt;
Sadly, due to the magical nature of the [[Argent Sword]], it is not possible for the Tassatan strategists to help that army.&lt;br /&gt;
&lt;br /&gt;
==The Greatest War==&lt;br /&gt;
* &#039;&#039;&#039;Three Hands has written to the office of the senator for Holberg to offer the assistance of the Sand Fisher sept&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The orcs are offering to approach a single sept languishing under Druj rule, to try to persuade them of the Empire&#039;s good intentions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The League National Assembly can decide which sept the Sand Fishers should approach.&lt;br /&gt;
When Three Hands came to [[Anvil]], various League luminaries asked him for help approaching the orc septs languishing under Druj rule. The lives of the Sand Fishers have been transformed by their friendship with the League - could the sept not help them carry that message of hope to those who were forced to labour for the enemy.&lt;br /&gt;
{{CaptionedImage|file=Assembly_League.png|align=right|width=175}}&lt;br /&gt;
It&#039;s an appealing thought on the face of it. The [[Conflict_in_the_Barrens#Diplomatic_Outreach|slave rebellion in the Barrens]] was devastating for the Druj - they lost three armies in a single stroke. They never recovered their martial strength and look what has become of them now! Still, as Three Hands pointed out, look what happened to those who rebelled. Their treatment at the hands of the Empire was so deadly, that the Black Wind ended up bending the knee to the [[Druj lore#Buruk Tepel|Buruk Tepel]] as the only way to survive. The elderly orc was clear he thought that any plan to try and persuade the septs of the Empire&#039;s good intention was doomed to fail. Anyone the Sand Fishers spoke to would be bound to ask about the events in [[the Barrens]] and Three Hands was very clear that they wouldn&#039;t lie about what happened. Hard to see how that conversation could possibly end well... and so he encouraged those he spoke to, to let it drop.&lt;br /&gt;
&lt;br /&gt;
Technically, Emperor Vesna is not the Emperor of the Sand Fishers. They&#039;re foreigners in a legal sense - though you&#039;d be hard pressed to know it, based on how Loyal many of them see to be to [[Holberg]] at least. However, the Throne&#039;s words reach every part of the Empire and that includes the [[Merchant_Prince_of_Misericorde_Market|the Misericorde Market]]. The Sand Fishers have little they can contribute to support the fighting against the Druj - they have almost no skilled warriors. Still, the sept is determined that they should do what they can to help the Throne that has done so much to help them (they don&#039;t seem to distinguish between [[Empress Lisabetta]] and Emperor Vesna in that regard).&lt;br /&gt;
{{CaptionedImage|file=Actuallythebest001.png|align=right|width=175}}&lt;br /&gt;
Three Hands &#039;&#039;still&#039;&#039; thinks it will all end in disaster, but he quotes the guidance with the fervour of the convert. &amp;quot;It is better, by far, to try and fail, than fail to try.&amp;quot; So he, and other members of his sept, are now resolved to try. If the League National Assembly names a single sept or group of orcs suffering under Druj rule, a handful of Sand Fishers will try to sneak into Druj lands, to approach them, and to see what might persuade them to consider the idea of trusting the Empire.&lt;br /&gt;
&lt;br /&gt;
The Sand Fishers are at pains to keep expectations low. They want to disabuse anyone of the notion that the Sand Fishers turning up and saying &amp;quot;Look it worked out great for us&amp;quot; is going to suddenly convince orcs who have heard what happened to septs in the Barrens to trust the Empire. &#039;&#039;&amp;quot;Dreamers hope for the best, the wise fear the worst, but all the dreams die in the Mallum&amp;quot;&#039;&#039;, as Three Hands puts it. The Sand Fishers approaching a sept is bound to work better than anyone, bar perhaps the Imperial Orcs, making the attempt, but the best possible outcome is that the party comes back with a list of demands. The worst possible outcome is nobody comes back at all.&lt;br /&gt;
&lt;br /&gt;
There is just one catch: Three Hands is coy in his letter, but it is clear that he is concerned that this could go wrong in other ways too. If the Sand Fishers reach out to successfully embrace one of the septs of the Mallum, but that sept ends up getting slaughtered by the Empire anyway, that will inevitably cause lasting damage to the Empire&#039;s otherwise excellent relations with the orcs of Holberg.&lt;br /&gt;
&lt;br /&gt;
==Greatest Military Force==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Assembly Dawn.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly ImperialOrc.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly Wintermark.png|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dawn, the Imperial Orcs, and Wintermark have been inspired to support the military units of their nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The assemblies of the three nations could enact mandates to encourage their citizens to embrace national traditions and support the Empire&#039;s wars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of [[Dawn]], the [[Imperial Orcs]], and [[Wintermark]] have been inspired by the Throne address to do what they can to support the captains of their nations. If the Empire is to finally end the threat of the Mallum, then one way of securing victory would be to encourage those in the three nations who own smallholdings such as farms, forests, or mines, to make ready for war and take up arms against the barbarians. &lt;br /&gt;
&lt;br /&gt;
Dawn, the Imperial Orcs, and Wintermark all elect their Bourse seat holders through [[Tally of the Votes]] of [[military unit]] captains - a reflection of the strong martial traditions of these nations. Indeed, the Imperial Orcs only get votes when supporting an army. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr; gap: 10px; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{mandate|mandate=Where they have sown fear, we will make flowers grow. We send {named priest} with 25 doses of liao to encourage Dawn to take up arms. Glory is there for the taking.|assembly=Dawnish Assembly}}&lt;br /&gt;
{{mandate|mandate=When faced with the choice between death or protecting what is worthy, we face no choice at all. We send {named priest} with 15 crowns to encourage the Unshackled to bring death to the Druj. We have one life; we must make it count.|assembly=Imperial Orc Assembly}}&lt;br /&gt;
{{mandate|mandate=A good death awaits us. We send {named priest} with 25 doses of liao to encourage Wintermark to ready themselves for war. A hero has a name.|assembly=Wintermark Assembly}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If these mandates are passed in the relevant assemblies, then it will create an opportunity for the coming season for any character of that nation to change a [[business]], [[farm]], [[fleet]], [[herb garden]], [[mana site]], [[mine]], or [[forest]] to a [[military unit]] &#039;&#039;in the same territory&#039;&#039; without incurring a cost. Crucially, the new resource will be the same level as any resource they give up to make the change - reflecting local support for their efforts to embrace their national traditions and support the Empire&#039;s war efforts.&lt;br /&gt;
==Nothing Short of Exemplary==&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|align=right|width=175}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: Pink;&amp;quot;&amp;gt;&#039;&#039;&#039;Known Benefactors&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asael of the Reumah&#039;s Redoubt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dagon Barossa of the Shattered Tower&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dantee	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Edni Adomait	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ehud of Reumah&#039;s Redoubt	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eli of Jerico&#039;s Haven	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Enoch Cobroc	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezekial of Adina&#039;s Charge	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ezra	of Cantiarch&#039;s Hold&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gideon of the Suns of Couros	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hannah Lleweuraidd of the Coven of Barabbas	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Icarus of the Silent Tide	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leah, born of Leah of Ebon&#039;s Hall	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magistrate Abraham of the Constitutional Court&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Melkior of Balthazar’s Vineyard	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Daughter of Esther of the Suns of Couros&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mordecai	of Storm&#039;s Fury&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yakob of the The Flame Beneath The Earth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Highborn have been inspired by Emperor Vesna to fund &#039;&#039;any&#039;&#039; commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors can redirect twelve wains a season, currently going to the Grand Inspiration of the Way to any commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors meets at 11:00 on Saturday and Sunday of the summit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inspired by the Throne&#039;s exemplary [[Vigilance]] and [[Ambition]], the wealthy Highborn who support the decisions of the Council of Benefactors have gone even further than [[A_peerless_sacrifice#A_Virtuous_Benefaction|last year]]. Where before, the [[benefactor|benefactors]] have been limited to providing twelve wains each season to a [[Commission#Civilian_Commissions|civilian commission]], the citizens of Highguard have acknowledged the challenge the Throne has thrown down. After much discussion, the chapters have agreed that for the coming year at least, they will find the resources needed to support &#039;&#039;any&#039;&#039; project, providing up to twelve wains to a single commission each season. They are more than happy to continue funding the construction of the [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]] in [[Bastion]] if that is the will of the Council of Benefactors - but inspired by the Empress&#039; words they will support any commission, regardless of nation or purpose. &lt;br /&gt;
&lt;br /&gt;
There are two formal meetings of the Benefactors&#039; Council at each summit, at 11:00 on Saturday and Sunday morning. They are likely to be held in the main tent of the [[Highguard_groups#The_Shattered_Tower|Shattered Tower]]. If the Council want to change where their nation&#039;s donations are going, then they must ensure that their [[egregore]] is present when they make the decision. The egregore will make a note of the decision and pass word on to the other benefactors in the nation. If there is some debate over the decision, then the egregore will expect a decision to be taken by a simple majority vote of those present who are well known for their role as benefactors. The list above contains all the eligible benefactors currently known to be attending Anvil. Whichever commission is chosen, the people of Highguard will donate twelve wains towards it, each season, until it is complete. They will continue to support that commission until the Council of Benefactors nominates a new commission to receive the support of the nation.&lt;br /&gt;
&lt;br /&gt;
==No Imperial Hearth ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBMarches.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Marches have been buoyed by the raising of the third League army, and the imminent destruction of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The alders of Wayford have set aside ten wains of weirwood for the expansion of the Breadbasket into Mournwold&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Ten more wains of weirwood will be provided by the alders of Wayford in exchange for 30 thrones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox 387YE, the Marcher Assembly upheld a statement of principle raised by &#039;&#039;&#039;Brother Rhaego&#039;&#039;&#039; that declared that it was the solemn duty of Marchers to work the land and nourish its people. This highest calling of the Marches led to calls to expand the [[Keeper of the Breadbasket|Marcher Breadbasket]] into the [[Mournwold]]. Several wealthy citizens [[Search_high_and_low#A_Stitch_in_Time|came forward]], to offer to contribute what they could, for a cost. &lt;br /&gt;
&lt;br /&gt;
A group of [[Alder|alders]] from [[Mitwold#Wayford|Wayford]], hard-working merchants who import salt, cloves, and other spices from [[Faraden]] and [[Sarcophan Delves|the Delves]], had a tip for a cheap consignment of [[weirwood]] from a Sarcophan merchant. The ten wains of the precious golden wood were too expensive for the alders to make use of the opportunity themselves, but one of them, &#039;&#039;Anne Craig&#039;&#039;, passed on the tip to the wealthy of Anvil. &#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, newly reelected as the [[Keeper of the Breadbasket]], paid the full cost of 28 thrones, and the wains are awaiting the commission of the breadbasket&#039;s expansion.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Orson.jpg|caption=&#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, Keeper of the Breadbasket|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspired by Anne Craig&#039;s success, a group of alders from [[Mitwold#Hay|Hay]] has been on the lookout for further opportunities to acquire weirwood for the project. They have managed to negotiate with a merchant from the Sarcophan Delves for another shipment of weirwood. Originally destined for [[Foreign_ports#Caitun|Caitun]], the merchant family who agreed to the contract were discovered to have been trading with certain seedy elements in the Iron Confederacy and have been stripped of their wealth by the Court of the Five Winds. The Sarcophan merchant is willing to sell the full shipment of weirwood at the original price agreed with the Faraden, but it is another all-or-nothing trade deal that needs to be completed by the start of the Summer Solstice; otherwise they will have to look elsewhere. The alders of Hay look to the Keeper of the Breadbasket, &#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, to provide funds for the trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The player of Orson BogMyrtle can engage in the trade by ensuring the 30 thrones are in their pack and emailing {{plot}} to confirm the trade by the end of downtime.&lt;br /&gt;
&lt;br /&gt;
==Boot Leather==&lt;br /&gt;
* &#039;&#039;&#039;Urizen have been inspired to look towards the future&lt;br /&gt;
* &#039;&#039;&#039;The Urizen Assembly can enact a mandate that would encourage citizens to invest in upgrading their mana sites&lt;br /&gt;
* &#039;&#039;&#039;The Urizen Assembly could enact a different mandate that would also track the amount of mithril spent on upgrading mana sites and building structures that produce mana crystals across the nation&lt;br /&gt;
* &#039;&#039;&#039;These mandates are competing with each other&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Urizen.png|width=200|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspired by the completion of the [[Construct Roads of the Sky|Bridge of the Air]], Urizen have looked at how they might respond to &#039;&#039;&#039;Emperor Vesna&#039;s&#039;&#039;&#039; call to action. The nation has gained an increased presence in the Military Council in recent years, fielding both the [[Argent Sword]] and the [[Citadel Guard]] when the nation can only [[Army#Maximum_numbers_of_Imperial_Forces|support]] a single army. Changes to the way the [[Warmage]] is appointed have given them an additional voice in an Imperial house of power that traditionally saw limited involvement from Urizen. Instead of warfare, then, the nation looks to what they excel at: magic and the cultivation of [[Game_items#Mana_Crystals|mana crystals]].&lt;br /&gt;
&lt;br /&gt;
There will always be a dearth of crystallised mana. Adherents of [[Prosperity]] teach that there should be no magic that goes unused, and the ritualists of the Empire keep that particular tenet close to their hearts. Rituals that create shrouds, enchantments, and curses have been performed in Anvil thousands of times over the past year alone. There are more mana crystals gathered in Urizen than anywhere else in the Empire, as the [[Sound the bells|spate]] of curses from two years ago showed. It is possible that the Senate, or the [[Crystal Architect of the Spires]], could begin a renaissance of establishing [[sinecure|sinecures]] that produce mana crystals for the people of Urizen. But everyone who takes part in the [[Tally of the Votes]] of the nation owns a mana site, and &#039;&#039;that&#039;&#039; is where the focus of the nation has landed.&lt;br /&gt;
&lt;br /&gt;
The Urizen Assembly have been presented with two competing mandates. The first encourages Urizen citizens to do what they can to upgrade their own [[mana site|mana sites]]. &lt;br /&gt;
&lt;br /&gt;
{{mandate|mandate=The seeds of today will be the crops of tomorrow. We send {named priest} with 25 doses of liao to encourage Urizen to consider what tomorrow might bring. We must all do what we can to better our tomorrow.|assembly=Urizen Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then the cost to upgrade mana sites owned by Urizen characters will be reduced by one wain (to a minimum of one) until the start of the Spring Equinox 389YE. &lt;br /&gt;
&lt;br /&gt;
A second mandate is presented for the assembly, one that goes further and is in part inspired by the life of [[Adelmar the Lion]] whose [[Prelate_of_Adelmar%27s_Shrine#Academy_of_Arms|Academy of Arms]] has become a place of [[Ambition|ambitious]] pilgrimage in the mountains of [[Redoubt#Siluri|Siluri]]. It calls for a civilised contest between the great territories of Urizen to see which territory will see contribute the most to the war against the Druj.&lt;br /&gt;
&lt;br /&gt;
{{mandate|mandate=Nothing is beyond our grasp. We send {named priest} with 25 doses of liao to encourage Urizen to invest in the nation&#039;s future. Let us aim high and show there is no limit to what we can accomplish.|assembly=Urizen Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, then the cost to upgrade mana sites owned by Urizen will be reduced by one wain (to a minimum of one) until the start of the Spring Equinox 389YE. In addition, the civil service will keep track of which territory receives the most investment in terms of mithril being used to both upgrade mana sites and any commissions built to increase production of mana. Whichever territory saw the most investment would see an [[opportunity]], in a similar manner to [[The greatest city in the world|competition]] between the cities of [[the League]].&lt;br /&gt;
&lt;br /&gt;
==The Work Continues==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Raise Navarr Army&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Army&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Miaren or Hercynia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 200 mithril and 75 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Can substitute weirwood in place of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; This opportunity is available for one year. The army must be raised before the end of the Winter Solstice 388YE to take advantage of the ability to spend weirwood.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restriction:&#039;&#039;&#039; This cannot be used in conjunction with the opportunity to raise an army of vates in Miaren.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Great Forest Orcs have been inspired by the promise of the end of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of the apothecaries rescued from Thornsong House want to take the fight to the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An army can be raised in any Navarr territory that allows the substitution of some or all of the mithril for weirwood&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The third army of Navarr has received all due funding; it will be raised at the Autumn Equinox 388YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;s supply will drop by one if a new army is not raised by the end of the Autumn Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Raise Third Navarr Army|third army]] of Navarr has almost finished raising in Hercynia; the general will be first elected next season at the Summer Solstice 388YE. The nation&#039;s appetite for the final battle against the vallorn continues, but it is not inexhaustible. If a new Navarr army does not begin raising by the end of the Summer Solstice 389YE, then the nation&#039;s enthusiasm will wane, and the [[Army#Maximum_numbers_of_Imperial_Forces|Navarr supply]] will drop by one. Some of the Navarr who managed to escape from the destruction of [[Thornsinger#Thornsong House|Thornsong House]] - many only thanks to the [[Crimson_and_green#Conjunction|intervention of Imperial heroes]] - want to make sure that doesn&#039;t happen. They want to help take the fight to the Druj; earnestly believing that once the Druj are defeated, the Empire will turn its attention to the vallorn next.&lt;br /&gt;
&lt;br /&gt;
Word of the address has spread to the [[Great Forest Orcs]], and they too are eager to see the end of the Druj. A year and a half ago, the orcs of the Great Forest [[The_first_shot#Therunin|offered to support]] the raising of an army in Therunin in recognition of the [[Poetry_and_prose#Great_Forest_Orcs|solemn and binding oath]] made by the Navarr to protect the sept as if they were family. That oath, that powerful &#039;&#039;geas&#039;&#039;, still stands and the Great Forest Orcs have once again pledged their support for an army centred on the apothecaries and herbalists who escaped Thornsong House. &lt;br /&gt;
&lt;br /&gt;
If the Navarr chose to raise an army centred on those who escaped Thornsong House, they could also count on the support of the Great Forest Orcs. These people are masters of working [[weirwood]]. The Empire has seen their skills with growing, harvesting, and shaping the precious wood, but the Navarr&#039;s allies are also skilled at making weapons of war with it. Any Navarr army raised in the next year could draw on the skills and experience of the Great Forest Orcs to substitute weirwood for mithril on a 1:1 basis. Unfortunately, such an army couldn&#039;t also incorporate an unusually large number of [[vate|vates]]. It is not possible to raise an army with the aid of the Great Forest Orcs which also [[The_first_shot#Miaren|benefits]] from an [[eternal]] patron.&lt;br /&gt;
&lt;br /&gt;
==All Mine To Claim==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBVarushka.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A consortium of Delev merchants has offered to sell mithril to Emperor Vesna for the purpose of raising armies&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each season Empress Vesna can purchase up to forty wains of mithril&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Delev consortium will make the mithril available, starting at three thrones per wain until at least the start of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Milena Vukovna Delevki&#039;&#039; is a [[Pride|Proud]] resident of [[Karov#Delev|Delev]], and with the [[Ward Little Boyar&#039;s Welcome|wards]] on the [[Karov#The_Little_Boyar&#039;s_Welcome|Little Boyar&#039;s Welcome]] completed, her consortium has been working to negotiate a deal to sell mithril to a contact in the [[Commonwealth]]. However, the merchant, inspired by the words of the second Varushkan ever to sit on the Imperial throne, would much rather see the mithril go towards raising Imperial armies. &#039;&#039;Milena&#039;&#039; proposes that she could instead sell the mithril from the scattered vales and outposts to the Throne, for the purpose of raising an army.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Precious Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;240 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;660 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1140 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a great deal of discussion of how they &#039;&#039;could&#039;&#039; work, but it soon becomes clear that part of the reason for their enthusiasm is a desire to support the Empress personally. The Throne almost always begins their rule with a degree of popularity with their home nation, and Emperor Vesna is no different. Every tavern in Varushka that Vesna ever stayed at, or passed through, or had a friend pass through, now sports a plaque hanging behind the bar celebrating their connection to the nation&#039;s new favourite Emperor. People are openly comparing Vesna with [[Empress Varkula]] in terms that in Varushka at least are considered flattering. Yes, Empress Varkula was terrible, but it was the good kind of terrible. She had steel in her veins! She brought terror to her enemies, and Prosperity to the Empire. &lt;br /&gt;
&lt;br /&gt;
For at least the next year, &#039;&#039;&#039;Empress Vesna&#039;&#039;&#039; can purchase up to forty wains a season at a price starting at three thrones per wain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Emperor Vesna will gain access to a [[ministry]] after the Spring Equinox 388YE that will allow them to purchase wains of mithril at a set price.&lt;br /&gt;
&lt;br /&gt;
==And We Will==&lt;br /&gt;
{{WingedMessenger|address=&#039;&#039;General Utmar of the Rahvin, The Fangs, Bitter Strand, The Barrens&#039;&#039; will receive letters.}}&lt;br /&gt;
* &#039;&#039;&#039;The Rahvin have an opportunity to &#039;&#039;deal&#039;&#039; with the Karass&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;To be legal, it would require the Empire to either cede the Bleaks to them, or declare war on, the Karass&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Not_to_conquer#Karass|Karass]] and the [[Not_to_conquer#Rahvin|Rahvin]] do not exactly see eye-to-eye. The Rahvin hate the Karass every bit as much as the Druj; indeed, they consider their enemies to be inseparable from the Druj. It&#039;s hard to imagine the contempt isn&#039;t mutual, but the Rahvin have repeated over and over to the Empire that the Karass are loyal servants of the rulers of the Mallum and that they are simply waiting for the right moment to betray the Empire and the Barrens to the Druj.&lt;br /&gt;
&lt;br /&gt;
According to the yeofolk who support the [[Merchant of the Fangs]], the Rahvin are intrigued by the words of &#039;&#039;&#039;Emperor Vesna&#039;&#039;&#039; promising that the end of the Druj is close. If it is true, then it is news worth celebrating. But the Druj won&#039;t really be gone until every trace of them is wiped from this world. &amp;quot;We will be a black wind that sweeps the Druj into the Abyss&amp;quot; is a common refrain among members of the sept. They don&#039;t just want to see the Druj defeated; they want to see every trace of them uprooted from this world. It is good news indeed that the Empire has the Druj armies on the defensive... but what about the Druj traitors here in the Barrens? What about the Karass?&lt;br /&gt;
&lt;br /&gt;
The Rahvin army is still being raised in [[The_Barrens#Bitter_Strand|Bitter Strand]], and while it is not yet ready to take the field, some of the recruits are itching for a fight. As a result, there is an [[opportunity]] to assault a small sept, like the Karass, and overpower them. &#039;&#039;General Utmar&#039;&#039; understands enough about Imperial law to know that leading his warriors against a foe enjoying the protection of [[Imperial law]] will not end well for his people. But if the Senate - or Empress Vesna - were to declare war on the Karass, then the Rahvin would seize the moment, just as the Karass did to the Vendarri, and wipe them out. Those that didn&#039;t flee back to their Druj masters in the Mallum would be slaughtered.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Senate could cede [[The_Barrens#The_Bleaks|the Bleaks]] to the Karass, and the Rahvin could then attack once the region had been claimed. That would also avoid Imperial law being a problem. It seems complicated and unnecessary to General Utmar; he&#039;d rather the Throne just declared war on them and then let the Rahvin &#039;&#039;deal&#039;&#039; with the situation.&lt;br /&gt;
&lt;br /&gt;
This opportunity is only available for a single season - the Druj armies are on the back foot now - so they can&#039;t come to the aid of the Karass if they are threatened. That might not be the case in the future. General Utmar is eager to fight the Druj, but he&#039;s not going to throw away the lives of his soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Imperial Addresses}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reikos&amp;diff=139401</id>
		<title>Reikos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reikos&amp;diff=139401"/>
		<updated>2026-05-28T13:15:35Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofReikos.png|caption=A peaceful place, once home to pleasure gardens and country estates, riven by war.|title=Regions of Reikos|align=left|width=540|height=300}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Reikos was once composed of sweeping plains with occasional patches of deciduous woodland or raised elevation. The only major woodlands outside of the [[Great Forest of Peytaht]] were in [[#Broken Ride|Broken Ride]], while only the south-eastern downs around [[#Chalcis Mount|Chalcis Mount]] really counted as being hills.&lt;br /&gt;
&lt;br /&gt;
There have been settlements in [[#Riverwatch|Riverwatch]] and [[#Haros Water|Haros Water]] for over 400 years. While Reikos was only conquered in 56YE, the Highborn had established settlements along its southern borders long before the foundation of the Empire. The chapters along the banks of the Haros were known as some of the hardiest and best-versed in the arts of war; during the civil war they played a major role in helping the Virtuous Assembly plan individual engagements against the forces of the Patricians.&lt;br /&gt;
&lt;br /&gt;
Before the [[Druj]] invaded, this formerly peaceful stretch of the Couros river was home to pleasure gardens, parks, and country estates. A [[Prosperity|prosperous]] [[territory]], the wealth of Reikos traditionally came from four places. Firstly, the [[#The Vigilant Swan|Vigilant Swan]] and the [[#The Great Forest at Reikos|Great Forest at Reikos]] produced quality stone and wood respectively, as well as highly sought after white granite and weirwood. Second, the [[Gardens of High Chalcis]] produced herbs sold all over the Empire. Third, the wide roads helped connect the [[Navarr]] in [[Therunin]] and the [[Urizen]] in [[Morrow]] with the rest of the Empire and several towns grew up to cater to the needs of merchants and pilgrims. Fourth, the beauty of Reikos itself made the territory wealthy - the great gardens, sweeping estates and peaceful surroundings made it a favourite place for Imperial citizens from across the Empire to convalesce after illness, or to spend time away from the cares of everyday life.&lt;br /&gt;
&lt;br /&gt;
For centuries, the only real threat to the peace of Reikos came from the abominable inhabitants of the dark forest of [[Brocéliande]]. All of this changed in 367YE with the arrival of the Druj.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The downfall of Reikos came from its border with the Great Forest of Peytaht. At its edges, the Great Forest is an abundant source of lumber; but its heart is wild and untamed. The long border with the dark forest was notoriously hard to defend, despite the efforts of [[Vigilance|vigilant]] [[Chapter|chapters]] such as the &#039;&#039;[[Highguard groups#Grey_Watchers_of_Peytaht|Grey Watchers of Peytaht]]&#039;&#039;, but at least the forest was equally hostile to human and orc alike. When the [[Druj]] barbarians launched a surprise attack through the forest in 367YE, the Highborn were woefully unprepared for it. Those chapters on the edge of the forest that did not retreat were overwhelmed in the first few months of the attack. &lt;br /&gt;
&lt;br /&gt;
The Druj quickly spread south, overwhelming the disorganised Imperial defences. The focus of the [[Military Council]] was elsewhere, and by the time the [[general|generals]] could coordinate their [[Army|armies]], the territory had already fallen. [[Emperor Hugh]] is said to have taken the loss of Reikos particularly badly, and campaigned to focus all Imperial resources on recovering it - unsuccessfully. The Military Council and the [[Senate]] had more pressing concerns facing a major mobilization of the [[Thule]] and the [[Jotun]].&lt;br /&gt;
&lt;br /&gt;
Many [[Benefactor|benefactors]] were ruined in the attack, and many more are still struggling to restore their fortunes. The gardens, parks and pleasant villages of Reikos were largely unprepared to face the onslaught of the Druj, and hundreds died in the initial attacks before they were able to take refuge in the fortified [[Chapter|chapter houses]]. The presence of refugees complicated matters severely; several northern chapters fell prey to disease and starvation. The malicious tactics of the Druj served to make the situation even words - they regularly poisoned supplies; publicly tortured and displayed the horribly abused corpses of captured [[Highguard_military_concerns|guardians]] and [[Highguard_religious_beliefs|priests]]; crippled and maimed Highborn refugees then allowed them to flee so that their presence would further damage morale and absorb valuable medical supplies. Slowly but surely they pressed their advantage and drove the Highborn defenders southward.&lt;br /&gt;
&lt;br /&gt;
Finally, in Autumn 377YE the Druj mounted a major offensive against the surviving Highborn chapters in [[#Riverwatch|Riverwatch]], [[#Haros|Haros]] and [[#Tabernacle|Tabernacle]]. The last regions of the territory fell beneath this assault, leaving only a scattered handfuls of fortified chapters as guttering beacons of hope in a sea of dread. it took some time for the Empire to rally after this defeat, but in Winter 378YE a combined Highborn and [[Navarr]] force [[378YE_Winter_Solstice_winds_of_war#The_garden_of_Highguard|crossed back into Reikos]] to begin the liberation. It was here that the Imperial soldiers gained first-hand experience of something that would later be referred to as the &#039;&#039;[[Druj miasma]]&#039;&#039;  or the &#039;&#039; shroud of dread&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a few skirmishes and the [[379YE_Spring_Equinox_winds_of_war#Blood_and_Stone|liberation of the Vigilant Swan]], the Druj forces in the area - represented by a single clan referred to as the Stone Toads, withdrew into the massive fortification they had built in the ruins of [[#High Chalcis|High Chalcis]]. They left guerrillas, traps and ambushers to harry the Imperial troops while they remained secure behind the great white granite walls of Urith Barath.&lt;br /&gt;
{{CaptionedImage|file=ShatteredGuardians.png|caption=Guardians of the Shattered Tower keep a watch on the borders of Highguard.|align=right|width=350}}&lt;br /&gt;
The territory was rejuvenated - and reconfigured - by a [[a season of mushrooms|wave of Spring magic]] that swept Reikos in early 380YE. The magic saw the restoration of great swathes of forest, and the eradication of much of the lingering taint of Druj occupation - but it was not without cost. Drawing on the power of the eternal [[Llofir]], the magic tore apart damaged and ruined structures without concern as to who had built them. The Highborn were able to protect some of their most valuable relics, but a great many damaged buildings were destroyed - including many chapterhouses. As the magic ebbed away, the eternal claimed the region of [[#Tamarbode|Tamarbode]] as its own demesne, until it was ultimately [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|forced to withdraw]] back to its own realm in the Summer of 383YE thanks to the combined efforts of the [[Towerjacks]], the [[Wolves of War]], and the garrison at &#039;&#039;Remember Exile&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The establishment of the [[Gardens of High Chalcis]], coinciding as it did with the [[Iron_and_wine|coronation message]] of [[Empress Lisabetta]], has seen an influx of healers and doctors into the territory - triggering a drive to see Reikos established as the centre for the healing arts in the Empire.&lt;br /&gt;
&lt;br /&gt;
In Summer 384YE a network of roads, tentatively dubbed &amp;quot;the Virtuous Roads&amp;quot; were [[Construct_White_Roads|commissioned]] by the Imperial Senate. Now the White Roads serve to link Reikos with both [[Necropolis]] and [[Reikos]]. They also provided a major boon to the [[farm|farms]] and [[business|businesses]] of the territory. In the Winter of 386YE, however, the Imperial Senate determined to [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_White_Roads|levy tolls]] on traffic using the road, meaning they no longer increase the income of individual citizens but provide a significant boost to the Imperial Treasury, in part to pay for the war against the [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
{{anchor|Urith Barath (High Chalcis)}}{{anchor|Urith Barath}}{{anchor|High Chalcis}}&lt;br /&gt;
===High Chalcis===&lt;br /&gt;
Prior to the Druj invasion, &#039;&#039;&#039;High Chalcis&#039;&#039;&#039; was one of the largest settlements in Highguard. Built on the hills of [[#Chalcis Mount|Chalcis Mount]], and famous for its beautiful gardens, the town was a centre for healing and the study of the [[Surgical skills#Apothecary|apothecary]] arts where the medical knowledge of the Empire was codified and expanded. The settlement fell to surprise attack in 367YE, the storehouses of knowledge raided, and the great Stone Toad fortress of &#039;&#039;&#039;Urith Barath&#039;&#039;&#039; built among the ruins. The Druj citadel fell to Imperial forces in Autumn 379YE, but little remained of the original town in the wake of the destruction. The [[A season of mushrooms|powerful Spring magic]] that washed away signs of Druj occupation devoured most of the remaining ruin.&lt;br /&gt;
&lt;br /&gt;
In the wake of this destruction, [[Construct_Gardens_of_High_Chalcis|extensive work]] was undertaken to restore the town, and especially the Gardens that once surrounded it. New chapterhouses were established around the one structure still standing - the miraculously restored &#039;&#039;&#039;Shining Towers&#039;&#039;&#039;. These four beautiful towers appeared shortly after the destruction of the Druj citadel on the site of the old chapterhouse of the [[Highguard groups#The_Shattered_Tower|Shattered Tower]]. Returned at last from exile, the Shattered Tower claimed the towers as their new chapterhouse. They report that not only do the towers surround a weak Summer [[regio]], but that they seem to be composed of the legendary magical material [[Stalwart_Stand_on_Solid_Ground#The_Nature_of_Adamant|adamant]]. In some parts of the territory has become a symbol of the unbreakable will of the people of Reikos. In the gardens around the towers stands the [[Keeper of the Cox#Grove of Golden Cox|Grove of Golden Cox]], famed for its unique apple tree that produces [[vis#Golden Apples|Golden Apples]] rich with Summer [[vis]].&lt;br /&gt;
&lt;br /&gt;
In the year since, the settlement has seen a remarkable spate of growth, heavily supported by Highborn exiles returning from [[Therunin#Peakedge_Song|Peakedge Stead]] in neighbouring [[Therunin]] and their [[Navarr]] allies. One of the more important structures is the beautiful [[Claviger_of_the_Basilica_of_Cora_Holdfast#Basilica_of_Cora_Holdfast|Basilica of Cora Holdfast]], completed shortly before the Autumn Equinox 381YE. Given that the [[Cora Holdfast|exemplar]] was of the [[Navarr]], it is perhaps only fitting that the basilica be built in High Chalcis.&lt;br /&gt;
&lt;br /&gt;
While a great deal of work has gone into restoring the town, attention was also focused on restoring the bountiful [[Gardens of High Chalcis]] that once surrounded the settlement. Today, the [[great work]] they represent has been restored, and the Chalcis Hills once again bloom with a great bounty of healing herbs, providing a great boon to the physicks and apothecaries of Reikos.&lt;br /&gt;
&lt;br /&gt;
=== The Sign of Tamar ===&lt;br /&gt;
This vast sigil incised into the plain in northern Reikos predates the first human settlements in Reikos. Created by digging long trenches in the earth, scholars have never been sure who constructed it, what purpose (if any) it served, or when precisely it was built. Scholars have paced out the sigil and drawn it, and declared it a humanoid figure that matches the constellation called [[The Drowned Shepherd]]. There is some evidence that the sign was part of, or contained, a very potent Spring [[regio]], possibly with an affinity for the darker and more destructive uses of [[Spring magic]]. If this is the case, its proximity to [[Brocéliande]] can surely be no coincidence. &lt;br /&gt;
&lt;br /&gt;
Even before the coming of [[Llofir]] to [[#Tamarbode|Tamarbode]] there was no viewpoint nearby where the entire figure could be seen clearly.  There has been a great deal of speculation as to who placed this sigil here, and whether there is any connection with the chalk figures of [[the Marches]]. Historians have also speculated extensively about how Tamar may have been, and why the region as a whole is called Tamarbode - it is assumed they were connected in some way with the original conquest of Reikos during the early Empire, but there are no records to support this or details of exactly who they may have been.&lt;br /&gt;
&lt;br /&gt;
The eternal [[Llofir]] claimed the Sign of Tamar, as it claimed the whole of Tamarbode. The sigil itself disappeared beneath the enchanted forest that now covers the entire region. Even with the liberation of Tamarbode in 383YE, the earthworks that made up the sign continued to be overgrown and there is every chance it will simply be reclaimed by nature. When Llofir was driven back to the Spring realm, whatever powerful Spring magic was focused here disappeared. You can read more about the battle for the Sign of Tamar in the &#039;&#039;[[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|Destroying Angels]]&#039;&#039; wind of war. In the Winter of 383YE, the Imperial Senate instructed the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] to [[appraisal|appraise]] the Sign for potential use now that Llofir&#039;s hold over Tamarbode was broken. The results of that appraisal are detailed in the &#039;&#039;&#039;[[Signs and sigils]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
=== The [[Great Forest at Reikos]] ===&lt;br /&gt;
The Great Forest at Reikos is a Bourse resource that covers the eastern hills of [[#Broken Ride|Broken Ride]]. Custodianship of the weirwood groves is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 25 Imperial wains of weirwood every season; control is allocated to any Imperial citizen by open auction during the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
=== The [[Vigilant Swan]]===&lt;br /&gt;
The Vigilant Swan is a Bourse resource located in [[#Riverwatch|Riverwatch]]. Custodianship of the Vigilant Swan is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 25 Imperial wains of white granite every season. It is assigned to the [[Highguard|Highborn]] candidate who receives the most support from the Highguard owners of [[congregation]] resources.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice 386YE, the Senate [[Fortify Vigilant Swan|voted]] to fortify the Vigilant Swan as a result of an [[Metal_and_stone#Alabaster_and_Onyx_Swans|opportunity]] requested by the [[Archmage of Autumn]], &#039;&#039;&#039;Edmundo of Damakan&#039;s forge&#039;&#039;&#039;, and the [[Conclave]]. The Swans of Alabaster and Onyx, handcrafted by the &#039;&#039;Manse of the Lionsmith&#039;&#039;, are seven warrior-constructs in the shape of swan-like humanoids; one for each of the Virtues. They are armed, armoured, and infused with the spirit of a herald of Estavus, which allows them to think, talk, and wield battlefield magics. They serve as unceasing watchers, protecting the quarry, and prepared to fight to defend it when called upon.&lt;br /&gt;
&lt;br /&gt;
===The Grand Ossuary===&lt;br /&gt;
{{CaptionedImage|file=Long Walk Home.jpg|title=The statue of Brother Gideon that stands in the Grand Ossuary is said by some to be his actual body, preserved forever by potent ritual magic.|caption=Not all those who fought to liberate Reikos lived to see it freed.|width=450|align=right}}&lt;br /&gt;
The Grand Ossuary stands in [[Reikos#Haros Water|Haros Water]], not far from the place where the settlement of Haros once stood. A square, stocky building of white stone, it is surrounded by a quiet park laid out with every attempt made to create a quiet atmosphere of contemplation and reflection. Within the structure itself, the dead of Reikos are interred or memorialised, and many relics of the past history of Reikos are kept here - primarily those from before the Druj invasion, but with at least a few connected to heroic deeds performed during the conquest, the occupation, and the later liberation. In particular, the top floor of the Ossuary contains a library where stories from the occupation are stored. Harrowing tales of despair and courage, they include many journals written by those who fell to the orcs.&lt;br /&gt;
&lt;br /&gt;
Work on the Ossuary was already underway when the [[A season of mushrooms|great wave of Spring magic]] swept over the territory - magic that destroyed the remains of the dead as easily as it expunged the lingering mark of the Druj occupation. Only the desperate action of a dozen independent captains and their [[military unit|retinues]] prevented the Ossuary from being overwhelmed. Their names are all immortalized on a simple white granite plinth that stands just inside the main gates of the park. Without their intervention, the (apparently well-meaning) servants of Llofir would have completely devoured the history of Reikos alongside the lingering Druj taint. &lt;br /&gt;
&lt;br /&gt;
Another monument of particular note stands in the Ossuary, and has become a point of pilgrimage for new settlers in Reikos. A statue of Brother Gideon of the Suns of Couros stands in the entrance hall of the Ossuary building proper. Gideon was instrumental in the creation of the Grand Ossuary of Reikos, but died before the work was completed. His memory will forever be linked to this great work, and to the [[Prosperity]] and [[Pride]] of the people of Reikos.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ianthe, Highborn Assembly, Winter 380YE (greater majority)&amp;quot;&amp;gt;Our assembly recognises the benevolent and saving Ambition and Loyalty of our departed Brother Gideon of the Suns of Couros in the creation of the Great Ossuary of Reikos. May his memory be forever linked to this Great Work and to the Prosperity and Pride of Reikos.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Ossuary is a great work; donations are made by visitors which are distributed to the priests of Reikos to help them with their work guiding the future, and commemorating the past. Every [[Highguard|Highborn]] priest who operates a [[congregation]] in [[Reikos]] receives money from the donations.&lt;br /&gt;
&lt;br /&gt;
===Seminary of the Swan===&lt;br /&gt;
Raised a short distance from the [[#Vigilant Swan|Vigilant Swan]], this seminary stands on a small island in the middle of a shallow lake. Waters from the lake feed into the washing pools of the great white granite quarry, and were once the main breeding grounds for the swans that gave the Bourse seat its name. Poisoned by the Druj, the waters were slowly purified until they were safe to support life once again. New swans were brought to live in the waters, the previous birds having been butchered by the orc conquerors. &lt;br /&gt;
&lt;br /&gt;
The Seminary of the Swan itself serves as a school for the training of [[magister|magisters]]. Built in a classical Highborn style, a number of smaller white granite buildings surround a single tall tower - Obadiah Spire - which provides the best view of the surrounding countryside. The Seminary ensures that students of a priestly background understand magic, while those of a more magical bent have a sufficiently Orthodox understanding of the Way. &lt;br /&gt;
&lt;br /&gt;
It is an austere place of study, that demands much of its students and provides little in the way of comfort. To remove distractions the Students are forbidden to set foot on the mainland while they are engaged in their studies. The most common diversion for bored students is to take shallow boats out onto the lake. Eight boats are moored at a small quay beneath the seminary, each named by one of the &amp;quot;[[benefactor|Benefactors]] of Highguard&amp;quot; who helped complete the seminary.&lt;br /&gt;
&lt;br /&gt;
The training of new magicians requires a regular supply of crystal mana, thus creating a steady stream of income for the mana sites of Reikos.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 750px; clear: right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;&#039;&#039;&#039;At the Hall of Lost Chapters&#039;&#039;&#039;&amp;lt;br&amp;gt;Pilgrims seeking solace in the lessons of the past first walk through a covered colonnade that winds through a park of a labyrinthine design. In the middle of the park stands a tall granite bell tower. The bells do not tell the time, but instead are sounded the time and day when each chapter had fallen to the Druj. Arriving at the main building, the visitors are greeted by an imposing portico with massive columns, giving weight to what lies beyond. Passing the entrance, the pilgrims enter a cloister dominated by a huge statue of a basilisk - the protector of the place. &lt;br /&gt;
&lt;br /&gt;
On the north side, the cloister lies against a basilica that serves as a place for contemplation and meditation. The vast space inside is filled with large banners of all the chapters&#039; symbols bound into a greater whole by the single endless steel chain that gives the hall its name. On the east side of the cloister, the Wing of Memory preserves the chapter relics and memorabilia that were recovered after Llofir’s season of mushrooms. Very little sound filters through from the outside, as if the building itself demands a quiet respect for the fallen. The wing also houses a large collection of scrolls, cared for by the archivists. The scrolls contain stories of the chapters, both grand and subtle, their culture and teachings, and their legacies. Opposite, in the Chamber of Murmurs, the stewards recite the names of the dead, without pause, day and night, and they do not repeat themselves for many days. The Hall of Lost Chapters safeguards the Pride of the nation; here the fallen chapters forever remain a part of Highguard.&lt;br /&gt;
&amp;lt;small&amp;gt;Original text contributed by Tomáš Zdeněkovič Pilař&amp;lt;/small&amp;gt;&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Remember Exile===&lt;br /&gt;
Completed just before the Autumn Equinox 381YE through the use of a potent enchantment, this fortification is built in [[#Broken Ride|Broken Ride]]. The massive citadel is positioned so as to keep a close watch on both the Great Forest, and on the threat of [[Brocéliande]] to the north-west - and to guard against any potential danger coming out of [[#Tamarbode|Tamarbode]].&lt;br /&gt;
===The Unbound Steel Hall (Ruined)===&lt;br /&gt;
Built shortly after Reikos was liberated from the Druj, the Unbound Steel Hall of Lost Chapters stood in [[#Riverwatch|Tabernacle]]. It was a place of pilgrimage, dedicated to the history of [[Chapter|chapters]] who have fallen in service of the Empire and the nation. It was a place of pilgrimage seeking lessons of the past. Unfortunately, it was an early casualty of the war against [[Cold Sun]], [[To_the_last_syllable#In_Bastion_and_Reikos|ruined]] by the [[eternal|eternal&#039;s]] &#039;&#039;[[Cold Sun#Scions|scions]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Commissioned by &#039;&#039;&#039;Ella, Daughter of Zemira,&#039;&#039;&#039; of Reumah&#039;s Redoubt, using an [[Bearer of an Imperial Wayleave|Imperial Wayleave]] and financed by the Beneficent Order of Steel Chain in conjunction with several Highborn [[benefactor|benefactors]]. The [[opportunity]] to construct the Hall arose as a result of the [[In_brightest_day#The_Power_to_Exalt|inspiration]] following in the wake of powerful magic that washed across the Empire prior to the Winter Solstice 380YE. Built in the newly reborn town of [[#Riverwatch|Tabernacle]], the hall was located on the original high street in Tabernacle, covering multiple lots that were reduced to rubble during the invasion. The Unbound Steel Hall was for a time the largest structure currently standing on the site of the old settlement, and helped drive the rebuilding of the town.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Broken Ride===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The rolling woodlands of Broken Ride were regularly used for hunting and for training [[Unconquered]] recruits. Only a few scattered chapters were built here, such as [[Highguard groups#Grey_Watchers_of_Peytaht|Beacons Rock]] which stood on the very northernmost borders of Reikos. These isolated chapters were easy prey for the Druj when they invaded.&lt;br /&gt;
&lt;br /&gt;
In 369YE, the woods were the site of the massacre at &#039;&#039;&#039;Exile&#039;&#039;&#039;. Built round a chapter of Unconquered who trained in the solitude provided by the deep woods, Exile was a hard place, and the Highborn there embraced many trials designed to harden the soul. They held out for three years before they were finally overrun. The Druj desecrated the dead, and used their remains to construct one of their grim shrines of fear and despair, responsible for helping to spread a foul [[Druj miasma|miasma]] over the entire territory. &lt;br /&gt;
&lt;br /&gt;
In the last days of the siege, the choice to hold against overwhelming odds or leave with honour was given to all of the recruits, not a one of whom chose to leave. In battle, the Unconquered used to say: “Remember Exile. We will return” in memorial of fallen friends and mentors. Since the liberation, many have instead begun to say &amp;quot;Remember Exile. We will always return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Today, the region is sparsely populated. The [[Great_Forest_at_Reikos|weirwood groves]] are still worked, and a [[#Remember Exile|fortification]] has recently been completed here. [[Reikos_Spoils_of_War#Broken_Ride_Blooms|Broken Ride Blooms]] still provides a bounty of [[Materials#Ambergelt|ambergelt]] to those brave enough to work the forest. A few scattered chapters have returned, many of them dedicated to keeping a [[Vigilance|Vigilant]] eye not only on the [[Great Forest of Peytaht]] to the north, but also on [[Brocéliande]] and [[#Tamarbode|Tamarbode]] to the west.&lt;br /&gt;
&lt;br /&gt;
Nestled in the heart of the forest, a white granite [[Construct Monument to Silent Bell|pillar]] stands, crested with a bell missing its clapper. Engraved at its base are the words, &amp;quot;&#039;&#039;To the [[Silent Bell (Sodality)|Sodality of the Silent Bell]], for their tireless work defending this Empire and furthering our knowledge of the Way&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Chalcis Mount===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The gentle hills of Chalcis Mount are the site of [[#High Chalcis|High Chalcis]], and its eponymous [[Gardens of High Chalcis|garden]]. In some poems, they are called the &#039;&#039;Red Downs&#039;&#039; due to the distinctive hue of the [[Imperial Roseweald]] that grew profusely on their slopes - although in the wake of the Druj occupation the name has taken on sadder connotations. The Stone Toad clan built their citadel of Urith Barath here, and it was from that citadel that they ruled Reikos with an iron fist; the citadel is gone now. &lt;br /&gt;
&lt;br /&gt;
Chalcis Mount has a noticeably high population of [[Navarr]] residents. Primarily inhabitants of [[Therunin#Peakedge Song|Peakedge Stead]] in [[Therunin]], the Navarr came to help establish the Gardens to show their gratitude for Highborn support in dealing with a threatened Druj invasion, but many have chosen to stay - at least for the time being. They have established a small settlement on the edge of the region no more than a days march from the steading.&lt;br /&gt;
&lt;br /&gt;
Outside High Chalcis, the physicks and apothecaries are beginning to return. The [[Reikos_Spoils_of_War#Fields_of_Remembrance|Fields of Remembrance]] in particular stand as a reminder of the [[Courage]] of those who fought to defend, and to free, Reikos. Perhaps just as significantly, the [[mine]] known as the [[Reikos_Spoils_of_War#The_Wound_of_Chalcis|Wound of Chalcis]] is in business once again, drawing up fine quality [[materials#Weltsilver|weltsilver]] from the dark stone cliffs overlooking Therunin.&lt;br /&gt;
&lt;br /&gt;
===Grey Charge===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The wide plains of Grey Charge were avoided by the Druj themselves, but given over to the control of one of their brutal subject nations. The scattered chapterhouses were turned into twisted orc settlements, and the human populace reduced to the status of field slaves. After the liberation, the Spring magic devoured all the ruined chapters, villages, and [[farm|farms]] that once stood here leaving behind untouched forest. New chapters are being established here by the survivors, looking to the trees as a source of [[Prosperity]]. Already, farmland has been liberated from the clutch of the magically inspired woodlands - [[Reikos_Spoils_of_War#Grey_Watch_Grasses|Grey Watch Grasses]] weathered the storm of Spring magic reasonably untouched, and leads the way in providing food to the people of Reikos. The [[congregation]] known as [[Reikos_Spoils_of_War#Never_Again|Never Again]], formed by refugees in Bastion, is based here. They actively support rebuilding efforts across the entire territory.&lt;br /&gt;
&lt;br /&gt;
===Haros Water===&lt;br /&gt;
Haros Water takes its name from the tributary of the Couros that runs through it. Similar to neighbouring [[#Riverwatch|Riverwatch]], Haros Water was made wealthy by a combination of prosperous farms and regular trade passing along the road and the river. The town of &#039;&#039;&#039;Haros&#039;&#039;&#039;, once a major stopping point for trade passing through Reikos, was effectively destroyed during the liberation, and the [[a season of mushrooms|tide]] of [[Spring magic]] that followed after it. Most of the damage had already been done by the time the magic spread over the ruins - following a three day battle in the streets during Winter 378YE, the Druj [[379YE_Spring_Equinox_winds_of_war#Blood_and_Stone|fired the town]], creating a conflagration that lasted through the night and saw the entire settlement reduced to ruins. The beautiful river gates of Haros, which once allowed daring forays by expert boatmen supporting the defenders, were reduced to broken fragments, standing as mute testimony to the loss of the last Imperial foothold in the territory. &lt;br /&gt;
&lt;br /&gt;
Not everything is lost. A brave effort by several chapters managed to protect some remnants of the former town from the voracious appetite of [[Llofir]] and its agents. The ruins of the river gates in particular still stand, providing a memorial to those who died fighting to protect their homes. The only other structure still standing is now the tallest in the new town; the tower of [[Reikos_Spoils_of_War#Echoes_of_Wisdom|Echoes of Wisdom]] bell-makers business survived the fall of Haros, the Druj occupation, and the wave of [[Spring magic]] entirely untouched A new town is beginning to flourish around it, taking advantage of the influx of lumber from the new woodlands of [[#Grey Charge|Grey Charge]] and [[#Longshire|Longshire]]. The [[Highguard groups#The_Suns_of_Couros|Suns of Couros]] in particular have been active in re-establishing Haros. The [[Draughir]] chapter have established a new chapterhouse - a dim reflection of its previous splendour - and are encouraging other Highborn to participate in the rebuilding of Haros as a staging point for the settlement of western Reikos.&lt;br /&gt;
&lt;br /&gt;
===Longshire===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The plains of Longshire were not heavily settled even when Reikos was at its height; now that they are densely wooded this has not noticeably changed. During the occupation, the scattered chapters here were reduced to ruins and claimed by various barbarians. These unruly gangs of orcs squabbled among themselves, occasionally causing the Druj themselves to step in and make an example to restore order. Of particular note is the attack in 370YE when the Druj slaughtered every member of the clan living in the ruins of the old Granite Chain chapterhouse. &lt;br /&gt;
&lt;br /&gt;
An ambitious band of Unconquered soon took residence in the ruins, exploiting the superstitious dread of the local orcs to maintain a hidden chapterhouse that helped coordinate the resistance in the western territory. Today the chapterhouse has been rebuilt by the surviving Unconquered. Working closely with the [[Master_of_the_School_of_Exorcism#The_School_of_Exorcism|School of Exorcism]] in [[#Riverwatch|Riverwatch]], the chapter works to help lay to rest the remaining wraiths that haunt Longshire and to provide support to new chapters establishing themselves amidst the new grown forests.&lt;br /&gt;
&lt;br /&gt;
===Riverwatch===&lt;br /&gt;
The [[Vigilant Swan]] was the source of a great deal of prosperity for Riverwatch, but a significant amount also came from the [[farm|farms]] that sprawled across the wide, fertile plains north of the Haros river. As with [[#Haros Water|Haros Water]], the region was also made wealthy by trade passing along the road between [[Casinea]] and [[Sarvos]] in the east and the [[Navarr]] [[steading|steadings]] of [[Therunin]] to the west. Much of that trade passed through the town of &#039;&#039;&#039;Tabernacle&#039;&#039;&#039;, a well-fortified triple-ringed settlement whose residents sprawled outside its walls in long years of peace. Riverwatch held out against the Druj for a decade, the last site of major resistance to the invaders, with constant skirmishing along its borders that saw the farms devastated and Tabernacle reduced to the status of an armed camp. Riverwatch was the last region of Reikos to fall to the Druj, and even then only after many months of sustained assault. While some chapters survived the fall of Tabernacle, the survivors were forced to retreat across the river to [[Bastion#Sybella_Cross|Sybella Cross]] in [[Bastion]]. A year of occupation saw Tabernacle reduced to mud-choked ruins scattered with lethal traps and deadfalls that would have taken months of careful work to locate and disarm. In the end, the town was swallowed by Llofir&#039;s wave of Spring magic, devoured by the earth itself, ruins and traps and all.&lt;br /&gt;
&lt;br /&gt;
Today a village is slowly spreading around Riverwatch, named Tabernacle in memory of the town that once stood here. With trade caravans returning to the pre-occupation routes, the village is enjoying a little of its former prosperity. The re-establishment [[Reikos_Spoils_of_War#Tabernacle_Legacy_Claret|Tabernacle Legacy Claret]] in particular marked the beginning of the new prosperity; built over the extensive hidden cellars of the old vineyard, the wine produced here is said to have a particularly fine if bitter quality and has proved popular in several places damaged by war with the orcs. Further prosperity has been brought by a small family of respectable [[Faraden]] traders who have set up a small, permanent enclave in Tabernacle, trading herbs and wood with the citizens of Reikos as they serve as a hub for caravans trading into Therunin and [[Urizen]].&lt;br /&gt;
&lt;br /&gt;
===Tamarbode===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The desolate plains of Tamarbode were primarily known as the site of the enigmatic [[#The Sign of Tamar|Sign of Tamar]], and at least one chapter was dedicated to protecting and guarding the eerie earthworks. It was also home to a couple of fortified chapters on the borders of [[Brocéliande]], facing into the forests there and keeping a careful watch on the [[vallorn]] that slumbers fitfully at its heart. Contact with these chapters was lost when the last of them was overrun by Druj in 372YE. During the orc occupation, the region appeared to be under the control of an especially vicious Druj [[Druj#Magic|Ghulai]] nicknamed &amp;quot;&#039;&#039;Greenmask&#039;&#039;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The region was never fully liberated from the Druj - even after the fall of Urith Barath, scattered orc warbands held out here for several months. In Summer 380YE, the great surge of Spring magic that began the rejuvenation of Reikos apparently began here, and the entire region was claimed by the eternal [[Llofir]]. Tamarbode became a primeval woodland that thrummed with unruly [[Spring magic]], and was largely unknown to Imperial forces. Indeed, there were indications that the woodland might be actively hostile to humans, possibly as a response to an [[380YE_Autumn_Equinox_winds_of_war#Our_Neighbour.27s_Field|abortive attempt]] by the [[Urizen]] [[Citadel Guard]] to drive out the eternal forces here.&lt;br /&gt;
&lt;br /&gt;
In the end, a [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|combined operation]] by the Wolves of War and the Towerjacks ultimately destroyed the Castle of Ruin, and Llofir&#039;s Garden collapsed and was withdrawn into the Spring realm. While there is still a profusion of mushrooms and toadstools amid the trees here, the forests of Tamarbode now seem to be entirely natural in nature.&lt;br /&gt;
{{CaptionedImage|file=Cyrus12292.jpg|caption=&#039;&#039;&#039;Cyrus, of Ebon&#039;s Hall&#039;&#039;&#039;, Senator for Reikos|align=left|width=400}}&lt;br /&gt;
{{Senate Elections|Senator_for_Reikos|Territory=Reikos|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the end of the Summer Solstice 383YE, the Highborn control all the regions of Reikos, meaning it is an Imperial territory.&lt;br /&gt;
* The [[fortification]] of [[#Remember Exile|Remember Exile]] is a rank 2 fortification in [[#Broken Ride|Broken Ride]].&lt;br /&gt;
* The [[#The Vigilant Swan|Swans of Alabaster and Onyx]] are a rank 1 fortification in Riverwatch that only protect that region&lt;br /&gt;
* The [[Keeper of the Stand|Micah&#039;s Stand Wayhouse]] in Chalcis Mount allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Reikos and gain the benefit of any [[great work]] in the territory without suffering the penalty for having a [[Resource#Resources_in_other_Nations|resource in another nation]]. &lt;br /&gt;
* [[congregation|Congregations]] in the territory benefit from the [[#The Grand Ossuary|Grand Ossuary]] and produce 72 rings each season.&lt;br /&gt;
* [[Herb garden|Herb gardens]] in the territory benefit from the [[Gardens of High Chalcis]] and produce an extra 3 drams of [[True Vervain|true vervain]], 2 drams of [[Cerulean Mazzarine|cerulean mazzarine]], 1 dram of [[bladeroot]], 1 dram of [[Imperial Roseweald|Imperial roseweald]], and 1 dose of [[realmsroot]] each season.&lt;br /&gt;
* [[Mana site|Mana sites]] in the territory benefit from the  [[#Seminary of the Swan|Seminary of the Swan]] and produce 36 rings each season.&lt;br /&gt;
* Prior to the [[a season of mushrooms|magic]] of Summer 380YE, several regions devastated by the Druj had the &#039;&#039;ruins&#039;&#039; quality. The powerful magic invoked over the territory removed these qualities as they removed the ruins themselves.&lt;br /&gt;
* While the majority of Reikos has been freed from the [[Druj miasma]] by a combination of hard work by Imperial forces and the powerful rejuvenating Spring magic that swept the territory in Spring and Summer 380YE, there are still some areas that suffer under its influence. They are for the most part isolated, hard-to-reach places immediately surrounding a miasma stone (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; these remaining areas exist primarily as a source of quests, or as inspiration for an individual player event, rather than as a threat to the territory as a whole).&lt;br /&gt;
&lt;br /&gt;
[[Category:Highguard]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Touch_of_Vile_Humours&amp;diff=139400</id>
		<title>Touch of Vile Humours</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Touch_of_Vile_Humours&amp;diff=139400"/>
		<updated>2026-05-28T13:15:09Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Spring|11}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}}&lt;br /&gt;
&lt;br /&gt;
{{enchantment}} &lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
The target gains the ability to call [[Calls#VENOM|venom]] once per day, following the rules for a [[Weapons &amp;amp; armour#Heroic Calls|heroic call]]. The call can be made with any melee weapon or [[Weapons &amp;amp; armour#Implements|implement]], with the exception of a [[Weapons &amp;amp; armour#Pike|pike]].&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional characters from the same [[Groups#Banners|banner]]. Each additional character increases the magnitude by 9. Additional characters must be present throughout.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This ritual imbues a character with the ability to deliver a deadly strike that plays havoc with the life-force of their opponent. Using a weapon or implement as a conduit, powers of sickness and disease are released to run rampant through the enemy. While a portion of the power used in this ritual goes towards creating the [[Calls#Venom|venomous]] strike, considerably more goes towards shielding the [[enchantment|enchanted]] individual from the consequences of that strike.&lt;br /&gt;
&lt;br /&gt;
One advantage to the deadly strike granted by the &#039;&#039;Touch of Vile Humours&#039;&#039; is that it is equally effective when delivered by an armoured warrior as by a [[Magical skills#Magician|magician]] in robes or [[Magical skills#Mage armour|mage armour]]. &amp;lt;!--The power to disrupt the health of an opponent remains until it is used, or until sunrise.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many uses for this ritual, from ensuring the demise of a hated opponent to preventing a husk, zombie or a creature with powerful healing abilities from [[Heroic skills#Unstoppable|rising again]] after it has been defeated, to quickly dispatching a [[vallornspawn husk]].&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
When performing this ritual, the coven often invokes poisonous creatures or plants. Some magicians, especially [[Suaq]] [[Wintermark magical traditions#Icewalkers|icewalkers]] and [[Navarr]] [[Navarr magical traditions#Vates|vates]], anoint the skin or weapons of the target using blood mixed with poisonous plants or the venom of spiders, scorpions or serpents to create a thick paste reminiscent of  [[Legacy of Thorns#Oil of Blackthorn|oil of blackthorn]]. Other magicians invoke forces of plague, sickness and fever as they work their magic, viewing the ritual as being more concerned with turning the body of the target against itself.&lt;br /&gt;
&lt;br /&gt;
The performance of this ritual is often subdued. Few magicians can deny that the powers it deals with are insidious, and potentially fatal. There are few uses to which venom can be put that do not result in death, and while the poison itself may be subtle the end result is anything but. [[Highguard|Highborn]] and [[The Brass Coast|Freeborn]] ritualists alike combine solemn, leaden drum-beats with slow, threatening movement and droning chants as they go about performing this ritual. A number of ritualists end the ritual by ceremonially cleansing themselves with fresh water; [[Urizen]] [[Urizen magical traditions#Mages|mages]] and [[Varushka|Varushkan]] [[Varushka magical traditions#Cabalists|cabalists]] alike know the danger of allowing any hint of residual Spring magic to infect them once the ritual is complete. &lt;br /&gt;
&lt;br /&gt;
Other elements might include the runes [[Rhyv]], [[Naeve]] or [[Kyrop]] (often accompanied by the [[Hirmok|rune of dominion]]; the evocation of [[The Claw]] or [[The Drowned Shepherd]]; a scene in which a potion is brewed or a remedy spilled; or images of serpents, spiders, scorpions, wasps [[Legendary beasts#hydra|hydra]], [[Legendary beasts#Dragons, Wyverns and Wyrms|wyverns]]. or even [[Legendary beasts#Chimera|chimerae]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Spring Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTES&lt;br /&gt;
Graeme has suggested basing it on Barbed Spear (24 base materials). Make the magnitude 11/9&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Basalt_Citadel&amp;diff=139399</id>
		<title>The Basalt Citadel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Basalt_Citadel&amp;diff=139399"/>
		<updated>2026-05-28T13:15:00Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|100}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}}&lt;br /&gt;
&lt;br /&gt;
{{Regio|Winter}} &lt;br /&gt;
&lt;br /&gt;
This ritual targets a specific region. During the performance of the ritual, the casters must name a region within the target territory which has the &#039;&#039;[[Region_qualities#Ruined|ruined]]&#039;&#039; quality and does not already contain a [[fortification]].&lt;br /&gt;
&lt;br /&gt;
The ritual may target a region in a territory which is under Imperial control (that is, which is eligible to appoint a Senator) when cast from the [[Regio#The_Imperial_Regio|Imperial regio]]. To affect a region in a territory that is not under Imperial control, the ritual must be performed at a regio within the target territory.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
===Effects===&lt;br /&gt;
The ritual targets a single region with the [[Region qualities#Ruined|ruined]] [[region qualities|quality]]. Over the course of the next few days, a powerful [[enchantment]] settles over the region which conjures a monolithic citadel from the domain of the [[eternal]] [[Sorin]], along with a battalion of fearsome [[Sorin#The_Tomb_Guard|Tomb Guard]] to defend it. The fortress and the Tomb Guard support the armies belonging to the force that controls the area.&lt;br /&gt;
&lt;br /&gt;
The citadel makes it more difficult for an enemy to claim the region, increasing the total number of victory points needed by ten. The battalion of heralds provides 3,000 strength towards determining victory and inflicts casualties, but only if the enchanted region is directly attacked. &lt;br /&gt;
&lt;br /&gt;
Neither the citadel nor the battalion suffers casualties. It is not possible to enchant them nor support them with [[military unit|military units]]. If the region is attacked by an army taking the [[Army qualities#Siege|Storm the Walls]] order, the armies&#039; ability to do so is increased just as if they were attacking a [[fortification]].&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Option===&lt;br /&gt;
{{Ritual Substitution|dragonbone|measures}} If this option is used it must be explicit that the dragonbone is an offering to Sorin by at least one of his recognised names. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;A peculiar note in the ritual text&amp;quot;&amp;gt;There is no particular assurance associated with this ritual. Rather, should those who wield it do so arrogantly, without due respect to the one whose power they are granted, they will incur the Tomb King&#039;s enmity. He will, as is his wont, give them a chance to recognise their mistake, and make restitution for their error. If they fail to do so, then the Lord of the Bone Crown will begin to shift matters so that they bring destruction down on themselves. Do not perform this ritual should the Solitary One be under the enmity of the Imperial Conclave. To do so would be to insult Sorin. There will be no other warnings given, Empty One.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Assurance===&lt;br /&gt;
This ritual draws on the power of the eternal [[Sorin]]. As with any ritual that [[Ritual_theory#Rituals_that_deal_with_Eternals|binds an eternal]] to respond in a certain way, there is likely to be an [[Ritual_theory#Agreement|agreement]] that certain behaviour will cause it to become nonfunctional. The details of the agreement with Sorin are unknown. If this clause of the agreement were to be transgressed, however, the ritual would either become useless or the eternal would be freed from the requirement to provide a citadel. While it is certainly possible for the eternal to empower the ritual again should the assurance be broken, it would require a new set of negotiations, and there is no guarantee that it would work the same way it did previously.&lt;br /&gt;
&lt;br /&gt;
Though there was previously a belief that this ritual had no assurance, the certain existence of it was revealed by members of the [[Unfettered Mind]] shortly before the Winter Solstice 386YE. The exact nature of the assurance is &#039;&#039;not&#039;&#039; something that is publicly known, but &#039;&#039;Greta Salpietra de Holberg&#039;&#039;, one of the researchers of the order, suggests that the [[Archmage of Winter]] would likely be the best person to question Sorin as to the true wording of it.&lt;br /&gt;
{{CaptionedImage|file=Sorin001.png|align=right|width=200}}&lt;br /&gt;
==Description==&lt;br /&gt;
The ritual was codified at the [[Dean_of_the_Lyceum#The_Lyceum|Lyceum]] under the auspices of the [[Dean of the Lyceum]], &#039;&#039;&#039;Simargl the Empty One&#039;&#039;&#039;, who was also responsible for [[383YE_Winter_Solstice_Conclave_sessions#Imperial_Lore_:_The_Basalt_Citadel|proposing it for inclusion]] in [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial Lore]] during the Winter Solstice 383YE. It is not clear who did the [[arcane projection|original work]] from which the ritual was developed; presumably, whoever did so also negotiated the use of Sorin&#039;s power.&lt;br /&gt;
&lt;br /&gt;
There is speculation that this is not the first time the ritual has been codified and is unlikely to be the last. Indeed, there is some anecdotal evidence that a ritual very similar to this was used once or twice in the distant past. Drawing as it does on the power of Sorin, the Basalt Citadel has apparently appeared in one form or another in a number of sources, in many different places. As a ritual that draws on the power of ruination, loss, and defeat it has been argued by some of the magicians who worked on the codification that there may be something in the [[Ritual_theory#The_Law_of_Essence|essential nature]] of the ritual that makes knowledge of it fade away over time and be forgotten. Indeed, some theoreticians consider it appropriate that it was codified and included in Imperial lore in the wake of the peculiar [[cloud waves break|memory altering mists]] that bedevilled the Empire at the end of 383YE.&lt;br /&gt;
&lt;br /&gt;
Similar to the [[Frozen Citadel of Cathan Canae]], the ritual manifests a potent magical citadel in a strategically significant location chosen by the magicians. It can only be evoked in an area that has a symbolic link to the Wasteland – a place that has been ruined by enemy aggression, or by cataclysmic misfortune. The magic of the ritual, guided in some measure by the spirit of Sorin, weaves a structure from the energies of the Winter realm, and the ruins among which it is summoned. The core of the citadel is composed of black basalt, but additional materials drawn from the nearby destruction are always woven into the structure. Often it takes the form of a solid castle in the early [[Highguard|Highborn]] style – almost an oversized [[Chapter#Chapterhouse|chapterhouse]] – but it may also appear as a dour [[Varushka|Varushkan]] structure with grim spike-topped walls and heavily fortified gates. There are some notes, apparently taken from fragmentary texts referring to a similar magic, that the ritual may occasionally call forth a great stone ziggurat, or a vertiginous tower surrounded by a high wall. These fragments refer to them as &amp;quot;echoes&amp;quot; of structures in the Silent Kingdom – the domain of Sorin - brought to the world by the will of the Dark Lord.&lt;br /&gt;
&lt;br /&gt;
Regardless, there is something monolithic about the Basalt Citadel. It has a metaphysical weight to it that makes it seem much larger than it is; as if it is sometimes more solid than its surroundings. Heavier.&lt;br /&gt;
&lt;br /&gt;
The battalion is always composed of silent skeletal warriors who patrol the walls and light the beacons in response to an enemy sighting. They are not alive, but neither are they dead – rather, they are [[Inhabitants_of_the_realms#Drudges|eternal warriors]] drawn from the Silent Kingdom alongside the citadel itself. They are not under the command of any mortal, but they will fight alongside mortal defenders who wish to make use of the citadel. &lt;br /&gt;
&lt;br /&gt;
The castle is extremely resistant to damage; siege engines find it exceptionally hard to damage. In some cases, troops assailing the citadel have found that their supplies have turned rotten or become inedible overnight, or that their water barrels contain only dust, making a siege even harder. There is even some reference to siege engines and ladders breaking or being ruined simply by proximity to the walls! These effects are irregular, but highlight the cold, seeping influence of Sorin&#039;s barren kingdom – something that might prove dangerous if the basalt citadel is raised too often within the confine of a single ruin. Over multiple performances, it is possible that the taint of hunger and thirst will taint the territory around the ruins, potentially forever.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
A map makes a good focus for the ritual, especially if it is obscured during the casting with dust or ashes. The transient nature of the enchantment can be symbolised by creating a map from sand or painstakingly drawn with salt or ash as part of the ritual – creating the symbolic representation as part of the performance reinforces the idea of building a citadel. The events that led to the ruination of the target region can also inform the ritual; referencing them as part of the performance will strengthen the magic.&lt;br /&gt;
&lt;br /&gt;
This ritual should invoke Sorin by at least one of his names. The names of famous builders, especially those who built castles, tombs, mausoleums, or memorials may also be included – but only if they are dead. There was some discussion at the Lyceum as to whether invoking the name of [[Empress Aenea]] the Builder – or indeed the [[Empress Lisabetta|Imperatrix Lisabetta]] who oversaw a program of castle-building before her disappearance – would be considered [[Religious_crime#Heresy|heretical]] or [[Religious_crime#Idolatry|idolatrous]]. No firm conclusion has so far been reached.&lt;br /&gt;
&lt;br /&gt;
Sorin is often depicted as wearing a crown of bone; as part of the performance of this ritual, a symbolic coronation resonates with the [[Winter magic]], and with the eternal whose power it channels. If the ritual is to be performed in an Imperial territory, the presence of the recognised Senator of that territory is appropriate as an additional anchor to the magic. There are some notes that claim the most effective way to incorporate the Senator, and reinforce the Law of Dominion, would be to use blood magic to bleed them nearly to the point of death, resonating with the suffering experienced by those caught in the ruination. This might be especially appropriate if the destruction is something that the senator themselves was in any way responsible for. In the same way, if the area has been ruined very recently, it would be apt to use an Imperial general who took responsibility for the destruction. The ritual requires neither participant to be willing, but of course the consequences for using an unwilling subject in a blood magic ritual are likely to be far reaching. Interestingly, no scholar at the Lyceum will admit to making these suggestions about blood magic, never mind writing them down. Indeed, there was a great deal of discussion about leaving this slightly unsettling recommendation out of the ritual text entirely - and yet here it is. &amp;lt;!--There is some speculation that these words somehow added themselves to the notes during the formulation of the ritual, but of course such things are obviously impossible. Unless the ritual itself somehow has an existence beyond mere words on paper. A kind of quintessential essence that means that all attempts to codify it, down through all the ages, and no matter who by or the circumstances under which they do so, result in a text that takes a certain familiar form. As if there is a certain natural shape that the ritual text of the Basalt Citadel takes – just as there is a certain familiar shape that the citadel itself takes.&lt;br /&gt;
&lt;br /&gt;
As the citadel incorporates the nature of the ruined land where it is created, but is in essence always a thing of the Wasteland, or the Tomb City, so the ritual text draws on elements of the people who codify it, but is always a thing of the Wasteland, or the Tomb City, shaped to reflect its contents. Perhaps it is the will of Sorin, who is old and sometimes cruel, and does not see things as short-lived mortals do.&lt;br /&gt;
Can you build the idea of the Basalt Citadel without building the Basalt Citadel in your thoughts, in your soul, in your heart?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is important not to neglect the circumstances which allow the citadel to form in the first place. Recounting the events that led to the ruination of the target area could form a significant part of the ritual, at least as significant as the petition to Sorin to allow the citadel to be drawn forth. Special attention should be paid to the suffering that led to, or followed on from, the destruction that makes the area suitable for the ritual. &lt;br /&gt;
&lt;br /&gt;
As with all such rituals, if dragonbone is to be included to help channel the magic then it should be explicitly presented as an offering or tribute to the King of the Silent Kingdom in some fashion. Such gifts should never be presented as payment – doing so risks angering the eternal, regardless of the success of the ritual.&lt;br /&gt;
&lt;br /&gt;
Sorin is strongly associated with the rune [[Naeve]], which is the fang of hunger and ambition, and the rune [[Verys]], which is strength and might. Both resonate well with the performance of this ritual. [[The Oak]] is an [[astronomancy|astronomantic]] constellation that resonates best with the Basalt Citadel – things endure – but the fact the ritual relies on the use of ruins means that both terrible red eye of [[the Wanderer]], the awful inevitability of [[the Drowned Shepherd]], and even the resigned acceptance that things can be difficult presented by [[the Mountain]] would both empower this magic.&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Warfare]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dreadful_Ending&amp;diff=139398</id>
		<title>Dreadful Ending</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dreadful_Ending&amp;diff=139398"/>
		<updated>2026-05-28T13:14:56Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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|10}} This ritual targets a [[Druj_miasma#Miasma_Pillars|Druj miasma pillar]] which must be present throughout.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual draws on the unstoppable power of Winter to permanently destroy a Druj miasma pillar. The physical item is left unharmed, but the essential nature of it is ended. The item ceases to be magical or to have any other spiritual properties and becomes a mundane item.&lt;br /&gt;
&lt;br /&gt;
Any other miasma pillars in the area are unaffected, but they can no longer draw on this pillar for support.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Miasma.png|align=right|caption=While usually invisible the [[Druj miasma]] is sometimes visible as a heavy, cloying fog that brings with it near overwhelming feelings of dread and despair.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual was codified in Autumn 384YE at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]], under the guidance of Ceinwen of the Eternal Family, the [[Master of Ice and Darkness]]. The ritual was the first to be formulated at the Icy Crag of the Eternal Sun under the patronage of the Silver Prince – the eternal [[Jaheris]] just having become patron of the college following the grand tourney at the Summer Solstice. It was based on work originally performed by Palaphon Ankarien of [[Urizen]], drawing inspiration from [[Chimes of Annulment]], and placed into [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial Lore]] by the [[Conclave]] in [[385YE_Spring_Equinox_Conclave_sessions#Imperial_Lore:_Dreadful_Ending|Spring 385YE]].&lt;br /&gt;
&lt;br /&gt;
The ritual is relatively straightforward in principle. It uses the Winter [[Winter magic#Resonance|resonance]] of [[Winter magic#Ending|ending]] to simply unravel whatever esoteric power it is that allows a miasma pillar to exert its malign influence over the people of a region. It is a significantly higher magnitude than Chimes of Annulment, and takes longer to cast, but has the crucial benefit that it does not “care” about any other pillars in the vicinity. In the past there have been circumstances where multiple pillars are tied together in a way that means they must all be “depowered” at the same time. Through brute force application of one of the core principles of Winter magic, this circumstance is negated. The pillar is simply ended by a power that cares naught for interconnected webs or mystical chains.&lt;br /&gt;
&lt;br /&gt;
The ritual destroys the power of something that Imperial scholars still do not entirely understand. The miasma is not formed by ritual magic, and seems more like a great [[consecration]] woven from dread and despair. All that is sure is that the misshapen monoliths that anchor the effect are vulnerable to destruction by both spiritual and magical means. Yet understanding is not required; just like [[Words of Ending]] can destroy any [[magic items|magical item]] regardless of how much the magician knows about it, so Dreadful Ending simply unravels whatever it is that holds the power of the miasma pillar in place.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
This ritual needs to be performed in the presence of a miasma pillar– which almost certainly means the ritualists will require a source of spiritual strength if they are to be capable of working magic while under the influence of the [[Druj miasma]]. The pillar itself is the target – it might be struck with weapons or symbolically “purified” with water or fire. Some covens may trace runes on the surface – [[Yoorn]] and [[Mawrig]] have obvious resonances with the ritual, but surprisingly [[Tykonus]] and [[Feresh]] have also been discovered to have resonance. The former most likely represents triumph over the power of the [[Druj]], while the latter appears to amplify the defiance of the ritualists and use it as a weapon against the targeted pillar.&lt;br /&gt;
&lt;br /&gt;
For [[astronomancy|astronomancers]], [[the Drowned Shepherd]] has a clear resonance with Dreadful Ending. A [[dramaturgy|dramaturge]] might favour [[the Doctor]], [[the Prince]], and [[the Garden]]. A [[blood magic|blood mage]] will find that freely given [[changeling]] blood, or the blood of those who have defiantly resisted the Druj before, both have potence with regard to this ritual. Evocations of the name of [[Kaela]], or of [[Courage|courageous]] [[Korl]] may also provide inspiration.&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Grave%27s_Treacherous_Edge&amp;diff=139397</id>
		<title>The Grave&#039;s Treacherous Edge</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Grave%27s_Treacherous_Edge&amp;diff=139397"/>
		<updated>2026-05-28T13:14:51Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|60}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}} The target character must be a [[Rituals#Contributors|contributor]] participating in the performance of the ritual.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
===Effects===&lt;br /&gt;
This enchantment allows the target to call [[Calls#Mass Calls|MASS]] [[Calls#VENOM|VENOM]] once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour. &lt;br /&gt;
&lt;br /&gt;
While under the effect of the enchantment, the target experiences a [[roleplaying effect]]: &#039;&#039;they feel distinctly unwell, with symptoms including mild fever, nausea, dizziness, stabbing headaches, and occasional attacks of shaking, sweating, and itchy skin. They are constantly thirsty, and no amount of liquid appears to be able to completely quench that thirst with one exception; even a small amount of fresh human or [[orc]] blood is sufficient to remove the unnatural thirst for an hour or so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Day Duration}} The power of the ritual can be invoked only &#039;&#039;once&#039;&#039; during this time.&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
The ritual can affect additional characters from the same [[Groups#Covens|coven]]. Each additional character increases the magnitude of the spell by 35. Additional characters must be present throughout, and each must [[Rituals#Contributors|contribute]] to the performance of the ritual.&lt;br /&gt;
&lt;br /&gt;
===Option===&lt;br /&gt;
{{Ritual Substitution|beggar&#039;s lye|measures}}&lt;br /&gt;
&amp;lt;!-- The ritualists may consume up to 20 measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]] as part of the ritual. Every two measures used in this way reduces the magnitude of the ritual by 1. --&amp;gt;&lt;br /&gt;
{{Mass Ref-effect}}.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies, filling them with supernatural sickness, leaving them teetering on the very edge of death. &lt;br /&gt;
&lt;br /&gt;
This ritual is similar to [[Fetid Breath of Teeming Plague]], but as befits a powerful Winter ritual it deals more with cursing the opponents with fragile grasp on life rather than by filling them with something as simple as poison. It is useful when facing groups of creatures with regenerative or supernatural-healing abilities, such as undead, [[vallornspawn husks]], or more mundane forces supported by a number of [[Heal|healers]]. It is also useful for terrorising opponents and breaking their morale; those caught in the arc of the spell are left in no doubt as to the risk of death if they continue to fight.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
When performing this ritual, a coven often invokes symbols of sickness, old age and despair. Some magicians prefer to weave incantations that suggest disease, sickness and pestilence; natural disasters such as famine or drought may be mentioned, and used to evoke spirits of hunger or thirst. Bloodletting is also common, symbolic of the wounds that will claim the lives of the targets. Some ritualists ceremonially destroy healing or medical items. [[eternal|eternals]] associated with death and suffering such as the tomb-king [[Sorin]] or [[Kaela]], lady of hosts, may be invoked.&lt;br /&gt;
&lt;br /&gt;
Other common elements in this ritual might include the runes [[Naeve]] or [[Yoorn]], the evocation of [[The Drowned Shepherd]], the slow ringing of heavy bells suitable to a funeral, or even evocations of deadly beasts such as [[plaguewulf]] or catoblepas.&lt;br /&gt;
&lt;br /&gt;
If the coven uses beggar&#039;s lye to gain additional power, it is often burnt and the fumes inhaled by the subject, or else dissolved in water and used to anoint the target. Beggar&#039;s lye is caustic, and even diluted it will cause painful marks on the skin that fade slowly.&lt;br /&gt;
[[Category:Mass Effect]]&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Swords_in_the_Noonday_Sun&amp;diff=139396</id>
		<title>Swords in the Noonday Sun</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Swords_in_the_Noonday_Sun&amp;diff=139396"/>
		<updated>2026-05-28T13:14:46Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NBUrizen.jpg|caption=This ritual is part of [[Urizen magical traditions#Urizen Lore|Urizen lore]] rather than [[Imperial lore]].|align=right|width=200}}&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Summer|80}}&lt;br /&gt;
{{Urizen Lore}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}}&lt;br /&gt;
&lt;br /&gt;
This ritual targets an [[Army|Imperial army]]. The [[Military Council|general]] responsible for the army (or the [[egregores|egregore]] if the general is not at Anvil) must be present throughout.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual enchants a campaign army, filling the soldiers with supernatural [[Summer_magic#Prowess|prowess]] - strengthening them, and helping them defeat their enemies with force of arms. At the same time, it fills them with a passionate fervour, a belief in themselves and in their ability to secure [[Summer magic#Triumph|victory]].  &lt;br /&gt;
&lt;br /&gt;
This raises the strength of the campaign army by the equivalent of 1,000 additional soldiers. {{Army Strength Ritual}}&lt;br /&gt;
&lt;br /&gt;
While the enchantment persists, the general responsible for the army experiences a roleplaying effect: &#039;&#039;you are filled with confidence and assertiveness, and are driven both to take responsibility for others and to “get things done”. Anyone who stands between you and your goals should be dealt with swiftly and without mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
{{Ritual Substitution|orichalcum|ingots}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional armies from the same Empire. The general responsible for each army must be present throughout the ritual. Each additional target increases the magnitude by 60.&lt;br /&gt;
{{Army Scale|realm=Summer}}&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual was one of the very first to become part of [[Urizen magical traditions#Urizen lore|Urizen lore]], following the Autumn Equinox 383YE. Contributed by Mord Thorntarry of the [[spire]] of Auric Horizon, the ritual was one of those contained in the book &#039;&#039;Meditations&#039;&#039;. Written by Callus Strategos, [[Dean of the Lyceum]] during the reign of [[Empress Britta]], the book also contained [[Good Green Oak]], [[Hook of the Hoarfrost Guardian]], [[Eyes of the Hills]] and two rituals that had already become part of [[Imperial lore]] - [[Find the Best Path]] and [[Hammers of the Brilliant Shore]].&lt;br /&gt;
&lt;br /&gt;
Soldiers in the army enchanted by this ritual are granted Summer gifts similar to those provided on a smaller scale by [[Strength of the Bull]] and effects such as [[Swan&#039;s Cruel Wing]] or even [[Champions Shining Resolve]] or [[Crimson Ward of Summer Stars]]. The individual benefits vary from warrior to warrior, and some magicians theorise that each soldier unconsciously shapes the form the magic will take based on what they feel they can best make use of.&lt;br /&gt;
&lt;br /&gt;
It also fills the troops with a passionate fervour, smoothing away doubts and encouraging them with thoughts of what they can do to secure victory for themselves and their comrades. These powerful emotions are harnessed to their will however; they are no more likely to fight among themselves than normal, reserving their passion for defeating their enemies, but they often find themselves in touch with deep wells of [[Summer_magic#Wroth|wrathful fury]] when the situation demands it. Those with the [[changeling]] [[lineage]] in particular can find this experience a little overwhelming, given the touch of magic that already makes them prone to [[Changeling#Sovereign_Fury|bouts of wroth]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Meditations&#039;&#039; records that the eternal [[Meraud]] offered helpful advice during the formulation of the original ritual, but the magicians of the [[Dean_of_the_Lyceum#The_Lyceum|Lyceum]] chose not to directly involve any eternal in its creation reasoning that giving an eternal another method to influence the [[Army|Imperial armies]] was not ideal. When the ritual was originally codified, [[General]] Clarisse de Rhenai of the [[Golden Sun]] and Gundal of the [[Green Shield]] reportedly fought a duel for the right to be the first to be enchanted with it. The Dawnish general was the victor and the first target of the ritual. According to Callus, there was some concern among members of the [[Sevenfold Path]] that the passions inflamed by the enchantment might be seen as inspiring a [[Malign_spiritual_presences|malign spiritual presence]], and indeed the magician was eventually called to [[inquisition]] over its effects. He was acquitted however and the ritual went on to be used several times during the campaigns of Empress Brannan against the Druj.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
This ritual enhances a campaign army, and the general of the target army serves as a vital focus for delivering the magic. A banner or standard that will be used by the target force makes an ideal additional focus for the ritual. The magic involves unleashing powerful emotions that urge an army to violence, and as such the general should be encouraged to maintain their [[Urizen_culture_and_customs#Poise|poise]] - to harness the destructive passions to the will so that they may be used with precision rather than risk overflowing and turning against those who experience them. As such, a form of guided meditation may be employed in which the target is inspired to view the raging will for victory that the magic inflames as a weapon to be wielded only against their enemies.  &lt;br /&gt;
&lt;br /&gt;
The [[astronomancy|astronomantic]] constellation of [[the Mountain]] has a strong association with this ritual, but [[The Drowned Shepherd]] also has resonance - the ultimate aim of the enchantment is to end a conflict in an absolutely decisive fashion after all. Those [[Urizen]] who make use of the [[runes]] may find [[Jotra]] and [[Tykonus]] resonate with its power, but the [[Aesh|Rune of Thought]] and the [[Zorech|Rune of Passion]] is also applicable - the one harnesses the other in pursuit of the general&#039;s goals. &lt;br /&gt;
&lt;br /&gt;
While their power is not directly involved in this ritual (indeed, according to the original source the magicians of the Lyceum made a conscious decision to decline offers of direct assistance from the inhabitants of the Summer realm), the names of [[Eleonaris]] and [[Meraud]] might be evoked as part of the performance.&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Summer Ritual]]&lt;br /&gt;
[[Category:Warfare]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Curse_of_Decrepitude&amp;diff=139395</id>
		<title>Curse of Decrepitude</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Curse_of_Decrepitude&amp;diff=139395"/>
		<updated>2026-05-28T13:14:35Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|50}}&lt;br /&gt;
&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}}  At the end of the ritual one of the [[Rituals#Contributors|contributors]] is chosen to deliver the curse with a [[curse#Pronouncement of Doom|pronouncement of doom]].&lt;br /&gt;
&lt;br /&gt;
{{curse}} &lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
This ritual creates a [[curse]] that is delivered to a target with a [[curse#Pronouncement of Doom|pronouncement of doom]]: one [[Rituals#Contributors|contributor]] is chosen to deliver the curse, and they must do so within fifteen minutes or it falls on their own head. &lt;br /&gt;
&lt;br /&gt;
While under the curse, the target experiences a powerful [[roleplaying effect]]; &#039;&#039;they feel extremely aged and infirm, whatever their actual age. Physical exertion leaves them tired and out-of-breath.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, while under the curse the target is under the effect of [[Calls#WEAKNESS|WEAKNESS]]. This weakness cannot be removed by any means as long as the curse remains in effect. Any resources used to try and remove the weakness are consumed without effect.&lt;br /&gt;
&lt;br /&gt;
{{Year Duration}}&lt;br /&gt;
&lt;br /&gt;
===Removing the Curse===&lt;br /&gt;
The curse can be removed by certain powerful creatures or items. It can also be alleviated by powerful rituals that remove curses of physical debilitation such as the &amp;quot;white stone&amp;quot; produced by [[Amalgamation of Silver and Gold]].&lt;br /&gt;
&lt;br /&gt;
===OOC Elements===&lt;br /&gt;
A [[briar]] can use their [[Briar#Roleplaying Trappings|natural vitality]] to throw off the exhaustion that comes from physical exertion, but all the other effects apply as normal.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This dreadful curse can leave its victim utterly enervated, and provides many of the symptoms of advanced age or long sickness. A warrior can still fight, but cannot summon the strength to strike a [[Heroic skills#Mighty Strikedown|mighty blow]]. A [[Magical skills#Magician|magician]] cannot manage the simplest spell, and is incapable of effectively [[Rituals#Contributors|contributing]] to a ritual. An [[Crafting skills#Artisan|artisan]] can craft beautiful items, but can barely summon the energy to use one. Exhaustion, aching joints, dimmed vision, wandering mind and many other forms of frailty become their constant companions.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
As with many curses this ritual often involves a recitation of the grievances against the target; sometimes flames are lit at the start of the ritual and extinguished, one by one, to represent the weakening of the target&#039;s spirit and body. Ashes and dust are another common component. The rune [[Kyrop]] is often evoked, symbolising the weakness of old age that the curse will bring, and the runes [[Irremais]] or [[Verys]] may be defaced or destroyed to represent the loss of wisdom and strength. The constellation of [[the Drowned Shepherd]] may also be invoked; after all this ritual represents a harsh reminder of the inevitability of death for many ritualists.&lt;br /&gt;
&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_moth_for_the_star&amp;diff=139394</id>
		<title>The moth for the star</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_moth_for_the_star&amp;diff=139394"/>
		<updated>2026-05-28T13:14:26Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;You cannot have a constellation that can be seen only from the top of one hill in Hahnmark.&amp;quot; Iunius had his arms folded, his face set.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it&#039;s there! And it&#039;s not just this hill.&amp;quot; Lucanus pointed at the heavens. &amp;quot;Just... look? Alright?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m not looking.&amp;quot; Iunius sounded petulant, like a child being confronted with an uncomfortable truth about the state of their bedroom. &amp;quot;It&#039;s clearly some sort of Night magic rubbish and I refuse to pay any attention to it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fine, yes, it might be night magic rubbish, but the fact remains that this arrangement of stars is constant and that everyone agrees on what it is and what its called, and its clearly having an effect and... honestly Iuni, just &#039;&#039;look&#039;&#039; at it and you&#039;ll see what I mean!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The constellations are immutable, and fixed.&amp;quot; Iunius was quoting again, and it made Lucanus grind his teeth. &amp;quot;They have hung in the night sky since the Creator finished their work, and they will hang there until the end of time...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... or until the Creator returns to gather them up. We&#039;ve all read Aegon, Iuni. But it&#039;s &#039;&#039;there&#039;&#039;. You can &#039;&#039;see&#039;&#039; it. &#039;&#039;Everyone&#039;&#039; can see it. We&#039;re meant to be recording things as they are, not picking and choosing what is and isn&#039;t real when people can see things with their own eyes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Iunius grunted, and sighed, and opened his mouth to complain, but then just stared up at the night sky where Lucanus had pointed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it doesn&#039;t even &#039;&#039;look&#039;&#039; like a crab!&amp;quot; he wailed.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Serenus Starsong.jpg|caption=&#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, the Astral Arcanist, has a responsibility to disperse knowledge about the constellations and to guide and advise astronomancers through the Astronomancy Symposium|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[constellation|constellations]] have always existed in the night sky - or so most folk believe. Some claim that they are [[Astronomancy#Overview|the tools employed by the creator]], when they forged all of creation. [[Astronomancy]] is the highest form of magic they say, because it mimics the act of the creator themselves, drawing on the power of the stars to reshape reality. Critics of the theory say that would mean the constellations existed &#039;&#039;before&#039;&#039; creation, which they argue can&#039;t be right. &lt;br /&gt;
&lt;br /&gt;
Nobody has ever found a way to prove if the constellations cause magical effects or are caused by them. [[Astronomancy#As_Above,_So_Below|As above, so below]] is the one law most astronomancers can agree on - for most practical magicians it is enough that it works.&lt;br /&gt;
&lt;br /&gt;
As above, so below. When the stars come into alignment, so too does the Empire...&lt;br /&gt;
&lt;br /&gt;
==The Names in the Heavens==&lt;br /&gt;
* &#039;&#039;&#039;The names of the stars in the conjunctions continue to disseminate across the Empire not always by mundane means&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Astronomancers argue over what any of this means, many believe a more complex understanding of the nature of the stars may be revealed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Over the last year or so, there has been a steady flow of information through the [[astronomancy|astronomantic]] community. Specifically, awareness of the names and titles of the individual stars that make up each constellation have become common knowledge among practitioners of this particular [[magical tradition]]. In each case, the font of this knowledge appears to be a ritual performed using the [[Regio#Imperial regio|Imperial regio]] that employs [[Day magic]] to specifically learn these names.&lt;br /&gt;
&lt;br /&gt;
After the ritual is complete, the knowledge gleaned slowly filters through the Empire. For some it can be an unsettling experience; awakening one morning to discover one &#039;&#039;knows&#039;&#039; that one of the [[The_Stork#Stars_of_the_Stork|stars that make up the Stork]] is named &#039;&#039;Thuum, The Feather of the Mountain&#039;&#039;. For others the information is learned much more naturally, through reading one of the many pamphlets now circulating thanks initially to the efforts of the [[torchbearer|torchbearers]] and Spider&#039;s Vantage Spire in [[Redoubt]]. These first scholarly writings have spawned a series of copies in [[the League]] that present somewhat more sensationalist view of this creeping information.&lt;br /&gt;
&lt;br /&gt;
Experiments show that it is possible to use the names of these stars in the practice of astronomancy, just as one does the names and shapes of the constellations themselves. Beyond that, however, these identities prompt many to question the nature of the constellations themselves and the cosmic laws they represent. What does it mean for example that the stars that make up [[the Three Sisters]] are [[The_Three_Sisters#Stars_of_the_Three_Sisters|apparently named]] &#039;&#039;Who Weeps&#039;&#039;, &#039;&#039;Who Sees&#039;&#039;, and &#039;&#039;Who Sighs&#039;&#039;. Are these titles meant as identities - one who sees - or as questions - &amp;quot;who sees?&amp;quot; And that&#039;s just one constellation!&lt;br /&gt;
{{CaptionedImage|file=RelativePositionsIllustration.JPG|align=right|width=400}}&lt;br /&gt;
For centuries astronomancers have assumed that the Law each constellation represents was clear and definitive, but the [[Day magic#Revelation|revelations]] accompanying these [[divination]] rituals hint that this may not be entirely the case - that there may be more nuance to the aspects of the constellations. There has been circumstantial evidence to support this theory in the past - some [[Astronomancy#Tulpas|tulpas]] behave strangely when encountered in a way that while not at odds with the accepted &amp;quot;law&amp;quot; of the constellation still seem &amp;quot;out of character&amp;quot; in some way.&lt;br /&gt;
&lt;br /&gt;
Not everyone accepts these new names. Tacita of the Twisted Chambers, an old spire in [[Zenith]], argues that the names that have been &amp;quot;discovered&amp;quot; have absolutely nothing to do with the stars at all. She claims that the names are the result of the ritual used to look at the stars - and that if a different ritual had been employed, then different names would be revealed. Tacita, and indeed most of the Twisted Chambers, it must be pointed out are [[Night]] mages who hold a somewhat disdainful view of the value of Day magic. She and her spiremates were challenged to create a test that would prove the validity of her claims and thus far they have not managed to do so, which leads most people to discount their arguments, at least for now.&lt;br /&gt;
&lt;br /&gt;
As the Autumn Equinox approaches, and the names of the stars that make up [[the Key]], [[the Lock]], and [[the Mountain]] spread across the Empire it becomes clear there are only two constellations left the name of whose stars is not clear. One is [[the Wanderer]] - which is after all a single star and perhaps that means its name is the same as that given to the &amp;quot;constellation&amp;quot; as a whole. The other is [[the Drowned Shepherd]] whose &amp;quot;law&amp;quot; is &#039;&#039;&#039;things end&#039;&#039;&#039; so perhaps it is fitting that it looks like it is going to be the last constellation whose names are learned. Assuming Imperial magicians at [[Anvil]] plan to go ahead with it.&lt;br /&gt;
&lt;br /&gt;
===Climbing the Mountain===&lt;br /&gt;
* &#039;&#039;&#039;Astronomantic magic has become more difficult to practice&#039;&#039;&#039;&lt;br /&gt;
One reason they might not is that there seems to have been a subtle but noticeable consequence of the divinatory examination of [[The_Key_and_The_Lock|the Lock, the Key]], and [[the Mountain]]. Since the Summer Solstice, astronomancers have noted that it has become increasingly difficult to work ritual magic using the astronomantic tradition. The magnitude of the ritual has not changed, but those who have experienced the effect say that the power they use proves &amp;quot;resistant&amp;quot; or &amp;quot;difficult to move&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox any coven or ritual magician who uses the practice of [[astronomancy]] to perform a ritual will find that it is more difficult. It requires a greater effort of will, and sometimes it becomes physically difficult to make gestures or speak words used to [[Rituals#Performing_a_Ritual|perform the ritual]]. Voices grow quiet or falter, moving or gesturing seems to encounter resistance as if the air had thickened or a great weight were pressing down.&lt;br /&gt;
&lt;br /&gt;
At the completion of the ritual, contributors experience a roleplaying effect: &#039;&#039;they are tired and drained, exhausted by the effort needed to work their magic; this condition persists for at least an hour unless removed in some fashion. A [[briar]] character can use their [[Briar#Boundless_Vitality|boundless vitality]] to throw off this effect, causing them to instead a burst of renewal and exhilaration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is no obvious explanation for why this is happening. Some astronomancers believe it may be the influence of the Mountain, or the twin resonances of the mystical Lock and Key. Others mutter darkly that it may be the fact that astronomancers now know &amp;quot;too much&amp;quot; about the constellations and that knowledge is the weight that presses on them. Still others wonder if it might be the cumulative effect of so much of the Empire being under the influence of [[Drawing the Penumbral Veil]]. Regardless, the effect shows no signs of fading.&lt;br /&gt;
&lt;br /&gt;
===The Tulpas are Loose===&lt;br /&gt;
* &#039;&#039;&#039;Magicians performing astronomantic rituals are more likely to be &amp;quot;brushed&amp;quot; by a tulpa&lt;br /&gt;
While the actual performance becomes more difficult, it seems to have become much easier for magicians performing astronomantic rituals to be exposed to the influence of the constellation. Astronomancers have always been aware that &#039;&#039;[[Astronomancy#Tulpas|tulpas]]&#039;&#039; who are not physically manifested are able to influence those who work magic using this tradition. Since the Summer Solstice it seems that &amp;quot;brushing by&amp;quot; or &amp;quot;aligning&amp;quot; with a tulpa has become much more common. &lt;br /&gt;
&lt;br /&gt;
Obviously any magician performing an astronomantic ritual may choose to become influenced by the constellation. During the Autumn Equinox however this influence is likely to be much more pronounced. Anyone using an astronomantic ritual is encouraged to review the information about the constellations involved on the wiki; each one has a section on &#039;&#039;alignment&#039;&#039; with those stars. They should use these effects to influence their attitudes and roleplaying for an hour or so after the ritual is complete. For example, any character involved in a ritual that invokes [[the Spider]] to scry may  be left with a sense of great clarity and detachment, but during the Equinox this effect is likely to be almost overwhelming leaving the magician distant, emotionally dispassionate, cold, and prone to observing events critically rather than taking action.&lt;br /&gt;
&lt;br /&gt;
The ritualist does not lose control or consciousness; they remain in control of their own actions. There are also no signs that can be noticed with divination rituals, [[detect magic]], or [[insight]]. This is not a full-fledged possession; the effects are purely internal.&lt;br /&gt;
&lt;br /&gt;
===What Counts as Astronomancy?===&lt;br /&gt;
* &#039;&#039;&#039;Astronomancy is a magical tradition, that you can choose to employ when performing rituals&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Players casting rituals should decide if their characters have used astronomancy and apply the roleplaying effects if so&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Astronomancy is a [[magical tradition]], a way of performing rituals, so rituals are &#039;&#039;never&#039;&#039; divided into those that are astronomantic and those that are not. It is always up to the ritualists, what technique they use to perform the ritual, so it is a choice doing the ritual whether their characters are using astronomancy or not. In general mentioning a name or two as part of a larger working alongside [[runes]] or [[dramaturgy]] is unlikely to be affected by these effects. A ritual that specifically invokes a constellation as a key part of the roleplaying, would encounter this difficulty and result in the roleplaying effect.&lt;br /&gt;
&lt;br /&gt;
It is left to the players performing a ritual to determine if they employed the astronomantic tradition, based on the roleplaying they chose to use when casting it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Eye of the Heavens&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Edifice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Occursion in Zenith&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 mithril, 20 white granite, 10 weirwood and 225 thrones, six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 2 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Creates an observatory to enable study of the stars, the conjunctions and astronomancy to rival the proposed school of dramaturgy in Spiral&lt;br /&gt;
* Founds a new spire allowing any Urizeni character to take a new resource in that territory for free in the season it is completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Architect of the Crucible could redirect the Crucible from the Brilliant Star to the Eyes of the Heavens for two seasons to reduce the labour costs to 180 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;One-off Benefit:&#039;&#039;&#039; 100 crystal mana spread through businesses in the Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends after the Spring Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===An Eye on the Heavens===&lt;br /&gt;
* &#039;&#039;&#039;Plans exist to install the Eye of the Heavens on Mount Polus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would create a centre for the study of astronomancy in the Empire&#039;&#039;&#039;&lt;br /&gt;
In [[Spiral#Apulian|Apulian]] work has begun on the [[387YE_Summer_Solstice_Senate_sessions#Construct_Barossa_University_of_Dramaturgical_Arts|Barossa University of Dramaturgical Arts]], thanks to an upwelling of [[The_play_that_came_to_Apulian#Something_Dramatic|upwelling of enthusiasm]] in the city and increasing collaboration between Urizen and [[the League|League]] dramaturgists. The news the project has been commissioned has sparked a resurgence in interest in the &#039;&#039;Eye of the Heavens&#039;&#039; project.&lt;br /&gt;
&lt;br /&gt;
Last season a new proposal was put forward, to construct a single observatory in the [[Sound_and_vision#A_Mountain_Rises_(Zenith)|heights of Mount Polus]]. Rivalling the new school of dramaturgy, it would provide a location for astronomancers from across the Empire to meet, study the heavens, and record their lore. It&#039;s inevitable that once the work were completed, there would be a renaissance in the study of the stars in the wider Empire to match that underway at Anvil. The magicians of all nations working at the Eye of the Heavens would be able to make a study of the constellations, and perhaps cement Imperial understanding of this often enigmatic [[magical tradition]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ClawIllustrationInk.JPG||align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Claw Ascendant==&lt;br /&gt;
* &#039;&#039;&#039;The constellation of the Claw has become clearer and is exerting odd influence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magicians drawing on the Claw in their magic may experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drawing on the Claw to empower the casting of rituals by shedding blood has been interdicted&#039;&#039;&#039;&lt;br /&gt;
The constellation of [[the Claw]] reaches its zenith in Spring; during Autumn and Winter it is close to the western horizon. However, it seems that as the influence of the constellation has grown, its presence in the night sky is focused in the north-western Empire. The stars have been increasing in brightness, and astronomancers agree that whatever peculiar effects it is causing will reach their height around the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
The four stars that make up the constellation of [[the Claw]] remain clear and pronounced despite any amount of obfuscation of the sky. Since the Winter Solstice, those who know where it is find their eyes are drawn to it whenever they see the night sky. The sensation of gazing on the Claw makes sensitive people (especially [[naga]] or [[merrow]]) uncomfortable. &lt;br /&gt;
&lt;br /&gt;
When it is invoked in an [[astronomancy|astronomantic]] ritual, any [[Rituals#Contributors|contributors]] to that ritual feel its power particularly strong and immediate. Anyone participating in such a ritual will experience a [[roleplaying effect]]: &#039;&#039;For at least the next hour you feel an urge to assert your dominance over anyone who challenges you. it is satisfying to confront anyone you feel has wronged you, and violence seems easy and satisfying. Lengthy debate, complex arguments, and intensely cerebral conversation are frustrating and you feel the urge to bring them to an end quickly or move away from them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Power of the Claw===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; clear: right; margin-left: 10px; max-width: 500px; width: 40%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Affected Rituals&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div class=&#039;mw-collapsed mw-collapsible&#039;&amp;gt;Magicians may gain benefits from the Claw when performing any of the following rituals.&lt;br /&gt;
* [[Blood and Salt]].&lt;br /&gt;
* [[Call Down Lightning&#039;s Wrath]]&lt;br /&gt;
* [[Forest Remains]]&lt;br /&gt;
* [[Hammer of Thunder]]&lt;br /&gt;
* Heaven&#039;s Spear Sunders the Mountain&lt;br /&gt;
* [[Hook of the Hoarfrost Guardian]]&lt;br /&gt;
* Ironwind&#039;s Pride&lt;br /&gt;
* [[Loosen the Shackles]]&lt;br /&gt;
* [[Merciless Wrath of the Reaver]]&lt;br /&gt;
* [[Might of the Myrmidon]]&lt;br /&gt;
* [[Swan&#039;s Cruel Wing]], &lt;br /&gt;
* [[Swift Leaping Hare]], &lt;br /&gt;
* [[Talon of the Gryphon]]&lt;br /&gt;
* [[Unfettered Anarchy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The constellation of the Claw exerts powerful influence over certain kinds of magic&lt;br /&gt;
* &#039;&#039;&#039;The ability to call on the Claw to cast certain rituals has expanded to make this magic even easier to practice&lt;br /&gt;
* &#039;&#039;&#039;Drawing on power in this way is illegal&lt;br /&gt;
First observed at the Spring Equinox, the Claw seems to be exerting [[Stars_and_sigils#Wyrm_Coils_Around_Mountain|powerful influence]] over certain kinds of magic. Ritual magicians can invoke the Claw to enhance the power of these rituals, but doing so has become increasingly risky. The [[Conclave]] has chosen to [[387YE_Spring_Equinox_Conclave_sessions#Interdiction:_Shedding_Blood_for_Claw_Rituals|outlaw this practice]]. The [[Arbiter of the Rogue Declaration]] &#039;&#039;&#039;Lights Aliss&#039;&#039;&#039; brought a [[declaration]] of [[Interdiction]] that was upheld by the magicians of the Empire. It is now a crime for any magician to call on the power of the Claw and shed blood instead of mana. Anyone who is caught doing so will face the full force of the law. &lt;br /&gt;
&lt;br /&gt;
Breaking the law could be difficult to get away with. Drawing on the power of the Claw requires the spilling of blood to call on these &amp;quot;boons of the Claw&amp;quot; making it hard to hide the fact it is being done and leaving painful wounds that cannot be healed until the ritual performance ends or is abandoned.&lt;br /&gt;
&lt;br /&gt;
The rituals this peculiar [[blood magic]] will enhance seem to be a selection of those particularly associated with violence and conflict:&lt;br /&gt;
* The personal enchantments [[Forest Remains]], [[Call Down Lightning&#039;s Wrath]], [[Might of the Myrmidon]], [[Talon of the Gryphon]], [[Swift Leaping Hare]], [[Swan&#039;s Cruel Wing]], [[Hammer of Thunder]], and [[Hook of the Hoarfrost Guardian]].&lt;br /&gt;
* The curse [[Unfettered Anarchy]]&lt;br /&gt;
* The resource enchantments [[Merciless Wrath of the Reaver]] and [[Blood and Salt]].&lt;br /&gt;
* The army enchantment [[Loosen the Shackles]].&lt;br /&gt;
* And these rituals which are not part of Imperial or Urizen lore &#039;&#039;Heaven&#039;s Spear Sunders the Mountain&#039;&#039;, and &#039;&#039;Ironwind&#039;s Pride&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once each day a [[Rituals#Contributors|contributor]] to one of these rituals can call on the Claw, and spill their own blood to empower that ritual. They can spend up to three hits by cutting themselves, or other willing contributors, and each hit lost counts as one mana toward the performance of the ritual. The hits lost during the performance of the ritual cannot be restored until the ritual is completed or abandoned. &lt;br /&gt;
&lt;br /&gt;
In addition, any character who loses a body hit in this fashion receives a bonus rank to perform the ritual in question, subject to the [[Realm_Lore#Gaining_additional_ranks|normal rules for effective skill]].&lt;br /&gt;
&lt;br /&gt;
A contributor &#039;&#039;can&#039;&#039; reduce themselves to 0 hits &#039;&#039;at the finale of the ritual&#039;&#039;, but they will collapse and begin to [[Combat#Dying|bleed to death]] as the ritual is completed.&lt;br /&gt;
&lt;br /&gt;
Any given magician can only use this ability once each day, and the &#039;&#039;roleplaying effect&#039;&#039; mentioned above that is created by invoking the Claw is be much more pronounced after doing so.&lt;br /&gt;
&lt;br /&gt;
===The People&#039;s Claw===&lt;br /&gt;
* &#039;&#039;&#039;Magicians can perform the Empower spell using their own blood rather than personal mana&lt;br /&gt;
In previous seasons the power of the Claw has been restricted to enhancing ritual magic but during the Autumn Equinox it can also be used for certain kinds of [[spellcasting]]. Once each day a magician who knows the [[empower]] spell can invoke the Claw as part of their casting and inflict a wound on themselves. This causes a hit of damage and lets them cast the empower spell without spending any personal mana. For at least an hour after they do so they experience [[#The_Claw_Ascendant|the roleplaying effect mentioned above]] - which might prove quite problematic on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==A Drowning Sailor==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm is the emblem of transformation and transfiguration.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The grand conjunction of the Great Wyrm and the Mountain has ended&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Great Wyrm has formed a grand conjunction with the Drowned Shepherd&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is currently impossible to create arcane projections that curse an individual&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections that create a personal curse will no longer work after the Autumn Equinox 387YE&#039;&#039;&#039;&lt;br /&gt;
The Claw is not the only constellation acting in a peculiar fashion. Since the Winter Solstice last year, Imperial [[astronomancy|astronomancers]] had been aware of a rare &#039;&#039;grand conjunction&#039;&#039; of [[the Great Wyrm]] and [[the Mountain]]. The impact of this conjunction coincided with permanent alterations to the way [[Army|armies]], [[military unit|warbands]], and [[fleet|ships]] are [[enchantment|enchanted]], and to how certain divinations work. This conjunction now seems to have come to an end - except for the ongoing [[#Unravelling|unravelling]] of [[arcane projection|arcane projections]].&lt;br /&gt;
&lt;br /&gt;
However, the chaos in the stars is not over. Astronomancers have noted that [[the Drowned Shepherd]] has been [[Stars_and_sigils#The_Drowned_Man|shifting into alignment]] with the Great Wyrm for several months and now another grand conjunction has begin. The Drowned Shepherd is quite a dangerous constellation, often invoked in magic that creates [[curse|curses]] or destruction.&lt;br /&gt;
&lt;br /&gt;
As the Grand Conjunction begins to unfold, it remains impossible to create an [[arcane projection]] that creates a personal [[curse]] - a curse that targets an individual. Furthermore, as magicians of the [[Unfettered Mind]] have been warning for a while, it is becoming increasingly difficult to perform arcane projections that create a personal curse, similar to the effect that struck those arcane projections that dealt with warfare during the earlier Grand Conjunction.&lt;br /&gt;
&lt;br /&gt;
By the end of the Autumn Equinox, it will be impossible to perform any arcane projection that creates a personal curse. These arcane projections are also showing signs of the [[#unravelling|unravelling]] that has been effecting protections related to military magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=DrownedManIllustrationInk.JPG|caption=The Drowned Shepherd is a constellation of curses and the end of things.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==An Unravelling==&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections created before the start of 2025 that enchant armies, navies, military units, or fleets no longer work&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The inability to cast these arcane projections is permanent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections created before the start of 2025 that enchant armies, navies, military units, or fleets or cause personal curses can be exchanged for crystal mana&#039;&#039;&#039;&lt;br /&gt;
The [[Unfettered Mind]] were the first people to spot the peculiar phenomenon that coincided with this sequence of grand conjunctions -&#039;&#039;the Unravelling&#039;&#039;. It initially meant that any [[arcane projection]] issued before Winter 386YE (the start of 2025) that attempts to [[enchantment|enchant]] an [[army]] or [[navy]] could no longer be cast, nor could arcane projections that involve enchanting a [[military unit]] or [[fleet]]. The grand conjunction appears to have scrambled the magic bound into the projections themselves. This effect is &#039;&#039;permanent&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Any of these arcane projections that no longer function can be brought to [[GOD]] and exchanged for 10 crystal mana. This either represents someone intentionally speeding the unravelling process along to reclaim the mana invested in the projection, or might mean that in-character a valued projection (that the player no longer wants OOC) has fallen apart despite their best efforts. The ability to exchange defunct arcane projections that deal with warfare in this way will persist until the end of this event.&lt;br /&gt;
&lt;br /&gt;
As the Autumn Equinox dawns, this same effect is being noted on arcane projections that create personal curses. The projections may still be performed, but only until the end of the Equinox after which they become permanently defunct. As with the ability to exchange arcane projections that dealt with warfare, any arcane projection that creates a personal curse - a curse on an individual - may be brought to GOD and exchanged for 10 crystal mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; You&#039;ll need to hand the arcane projection phys-rep over so we can mark it as inactive on our systems. We don&#039;t plan to reprint lost arcane projections for the event; if you have lost an arcane projection in downtime you can e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] after the event with the details of the missing projection and we&#039;ll do our best to replace it in time for the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
==A Map of Unknown Skies==&lt;br /&gt;
* &#039;&#039;&#039;There have been odd &#039;constellations&#039; spotted in the night sky where the Penumbral Veil has been drawn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s not clear what these constellations are but anyone who peers at them for long gains an inkling of their name and meaning&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters who live in Karov, Hahnmark, Holberg, Spiral,  or Semmerholm may &#039;&#039;choose&#039;&#039; to be affected&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the last year or so, much of the Empire has had the [[Drawing the Penumbral Veil|penumbral veil]] drawn over it. Most citizens have come to treat the occasional strangely shifting shapes and lights in the night sky as unremarkable oddities.&lt;br /&gt;
&lt;br /&gt;
[[Sound_and_vision#Written_in_the_Stars|Last season]], star watchers began to spot patterns in the odd lights that sometimes appear in a veiled night sky. Members of the &#039;&#039;Spire of Shadowed Glass&#039;&#039; have been travelling across the Empire, cataloguing what they see each night, and referring to them as &amp;quot;pseudo constellations&amp;quot;. Less academic individuals have dubbed them &amp;quot;night stars&amp;quot; a term which irritates those Urizen scholars who believe &#039;&#039;all&#039;&#039; stars come out at night.&lt;br /&gt;
&lt;br /&gt;
These pseudo-constellations are only visible in areas enchanted with night magic that hides the stars, and people living within these areas have been having odd dreams associated with them. Even more unusual, people who see these stars seem inclined to draw the same shapes between them and call them by the same names - even if they have never talked about them with anyone else. The Penumbral Veil that hung over the Empire has slowly faded as the Autumn Equinox approaches, and the stars are not seen anywhere the enchantment has faded. It remains to be seen if they will return should the ritual be cast on an Imperial territory again.&lt;br /&gt;
&lt;br /&gt;
Several of the constellations were recorded last season - the Trident in [[Skarsind]], The Serpent Sheds its Skin in [[Mournwold]], the Golden Ferret in [[Tassato]], and the Woven Banner in [[Necropolis]]. These constellations were having peculiar effects on those in the territories, but now it seems that the pseudo-constellations are being seen in other places as well, and their influence over those sleeping beneath them have faded. At the same time, however, a new batch of &amp;quot;night stars&amp;quot; has been spotted in parts of the Empire under the Penumbral Veil.&lt;br /&gt;
====The Paired Dancers - Karov====&lt;br /&gt;
This pseudo-constellation is seen in the skies over [[Karov]], and seems to have inspired a rash of ill-considered romance that has already resulted in several weddings and one very memorable fight. &lt;br /&gt;
&lt;br /&gt;
Anyone who has spent a significant amount of time in the territory may find they are experiencing the following roleplaying effect: &#039;&#039;you find it easy to see the best in others, and find yourself drawn to those who under normal circumstances would annoy you or with whom you would not consider spending time.&#039;&#039;&lt;br /&gt;
====The Crab - Hahnmark====&lt;br /&gt;
Seen in the veiled skies over Hahnmark, this arrangement of night stars seems to have brought with it a burst of ingenuity and creativity that encourages sensitive people to question established beliefs. It has coincidentally coincided with increased criticism of the Imperial Synod thanks to the recent mandate.&lt;br /&gt;
&lt;br /&gt;
Anyone who has spent a significant amount of time in the territory may find they experience a roleplaying effect: &#039;&#039;it is easy for you to dwell on decisions you have made and wonder what might have happened had you chosen differently. At the same time, when confronted with a problem, you are inspired to propose solutions that might on first consideration appear entirely unworkable.&#039;&#039;&lt;br /&gt;
====The Looking Glass - Holberg====&lt;br /&gt;
This strange large pseudo constellation has risen in the veiled skies over [[Holberg]]. Those who have paid particular attention to it find themselves pondering who, exactly, they are and why they became the person they have become. A few people have thrown aside established lives and careers to pursue radically different paths - the best known example is a certain previously sober merchant-prince gave all their wealth to the Church of the Little Mother and moved to the [[Sumaah Republic]] to become an artist.&lt;br /&gt;
&lt;br /&gt;
Anyone who has spent a lot of time in Holberg considering the stars may find they experience a roleplaying effect: &#039;&#039;you find it easy to slip into introspection, pondering your own identity and how well you know yourself. If you realise you are not happy, it is easy and exhilarating to simply discard your old life or way of thinking and embrace something new that suits the person you are now better.&#039;&#039; &lt;br /&gt;
====The Mask - Spiral====&lt;br /&gt;
This set of night stars has appeared in the sky over [[Spiral]], and to be honest has pretty much faded into the background compared to everything &#039;&#039;else&#039;&#039; going on in that territory.&lt;br /&gt;
&lt;br /&gt;
Regardless, anyone who has spent a lot of time in Spiral paying attention to the stars may experience a roleplaying effect: &#039;&#039;you feel an urge to create and present a false persona or identity to those around you, concealing your real feelings and opinions and even your history and name. Misdirecting and deceiving others is profoundly satisfying.&#039;&#039;&lt;br /&gt;
====The Bondring - Semmerholm====&lt;br /&gt;
In the skies over [[Semmerholm]], at night, the constellation of the Bondring has appeared. It seems to have had only a limited impact on the people of the territory, and the Urizen visiting couldn&#039;t find anything obviously different to what they expected to find.&lt;br /&gt;
&lt;br /&gt;
If you spent time in Semmerholm however, you may choose to experience a roleplaying effect: &#039;&#039;it is easy to dwell on and think about love, both romantic and platonic, and how it shapes you and those around you. While you may feel encouraged to pursue a love you have abandoned or concealed, it is much more satisfying to help other people who you feel have a connection to uncover and strengthen that connection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Two Dancers Stars.png|title=A popup title|caption=The Paired Dancers in Karov|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=The Crab Star.png|title=A popup title|caption=The Crab in Hahnmark|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Looking Glass Star.png|title=A popup title|caption=The Looking Glass in Holberg|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=The Mask Star.png|title=A popup title|caption=The Mask in Spiral|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=The Bondring Star.png|title=A popup title|caption=The Bondring in Semmerholm|align=right|width=300}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Participation====&lt;br /&gt;
Any character who lives or has spent time travelling in any of the affected territories, Karov, Hahnmark, Holberg, Spiral or Semmerholm may choose to experience the associated roleplaying effect during the event. The effect may ebb and flow at player discretion, and is entirely opt-in. If you choose not to have been effected by it, you cannot start being effected by it during the event.&lt;br /&gt;
&lt;br /&gt;
==A Pilgrim Flame==&lt;br /&gt;
* &#039;&#039;&#039;The Pilgrim Flame is returning to Anvil this season&lt;br /&gt;
[[Sound_and_vision#Lock_and_Key|Last season]] there was an incident at [[Anvil]] with some unfamiliar spirits that appeared connected to a tulpa of the Wanderer called the &#039;&#039;Pilgrim Flame&#039;&#039;. These creatures appeared in both the [[The Brass Coast|Freeborn]] and [[Highguard|Highborn]] camps and appeared to draw on aspects of the Key and the Lock. Specifically, they seemed to manifest negative aspects of these constellations that were experienced by those who tried to interact with them as [[curse|curses]]. &lt;br /&gt;
&lt;br /&gt;
Regardless, the &#039;&#039;Pilgrim Flame&#039;&#039; has not apparently departed the mortal world; it is expected to return to Anvil again during the coming summit, likely bringing more of its peculiar spirits with it. The tulpa itself is capable of communication, although the spirits that accompany it appear more simplistic in attitude. It&#039;s likely to appear at night, but where and when is apparently not clear.&lt;br /&gt;
&lt;br /&gt;
Some astronomancers have debated whether they are an example of &amp;quot;ripples&amp;quot; erupting from the act of divining these constellations more closely. Yet these things were also influenced in some way by the Wanderer - and there is some discussion about whether these were &#039;&#039;actually&#039;&#039; Wanderer spirits. The baleful red eye is hard to predict after all, and one of the [[The_Wanderer#The_Law|laws]] associated with it is the concept that &amp;quot;things go awry&amp;quot;. What has been noted is that the Wanderer itself has recently passed through both the Claw and [[the Chalice]] over the course of the last few weeks, and there is some speculation that might turn out to be relevant.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Astronomancy]]&lt;br /&gt;
* [[Astral Arcanist]]&lt;br /&gt;
* [[Arcane projection]]&lt;br /&gt;
&lt;br /&gt;
* [[Sound_and_vision#Written_in_the_Stars|Sound and vision]] - 387YE Summer wind of fortune discussing the first &amp;quot;pseudo constellations&amp;quot;&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Unyielding_Constitution&amp;diff=139393</id>
		<title>Unyielding Constitution</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Unyielding_Constitution&amp;diff=139393"/>
		<updated>2026-05-28T13:13:56Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|13}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}}&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
The target may ignore the [[roleplaying effects]] of traumatic wounds. The traumatic wound is still present, and can be healed as normal, but the target can endure the wound without penalty... until it kills them.&lt;br /&gt;
&lt;br /&gt;
The target experiences a [[roleplaying effects|roleplaying effect]]; &#039;&#039;the target finds it increasingly difficult to care about injuries that are not incapacitating, and often forgets to seek out healing unless reminded to do so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional characters from the same [[Groups#Banners|banner]]. Each additional character increases the magnitude by 7. Additional characters must be present throughout.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This ritual is often used in advance of situations where warriors know they will receive desperate injuries, allowing them to keep fighting. Warriors who find themselves in the thick of battle often embrace it, although in some battles it is much more useful than others. An engagement that includes wights, powerful beasts or the cruel weapons of the [[Druj]] barbarians are all much more likely to result in complications for the warriors involved.&lt;br /&gt;
&lt;br /&gt;
The [[eternal]] [[Sorin]] is known to offer boons that enhance or empower the casting of this ritual, and it is sometimes known as &#039;&#039;That Which Does Not Kill Us&#039;&#039; after a saying allegedly attributed to the callous eternal king.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
Common elements include washing away blood, especially with melted snow, but may also include rubbing soil into the injured location (especially when the caster or the target is a [[The Marches|Marcher]]). [[paragons and exemplars]] may be invoked, especially those associated with determination and resilience, and the rune [[Jotra]] or [[Rhyv]] is used to encourage fortitude and determination, as are the constellations of [[The Oak]] or [[The Drowned Shepherd]].&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
&amp;lt;!-- NOTES&lt;br /&gt;
Not happy with effect as is but needs looking at in light of traumatic wound stuff&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sorin%27s_Chastising_Touch&amp;diff=139392</id>
		<title>Sorin&#039;s Chastising Touch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sorin%27s_Chastising_Touch&amp;diff=139392"/>
		<updated>2026-05-28T13:13:48Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|14}}&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. The ritual must include an invocation of the eternal Sorin by one of his recognised names.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
The target gains the ability to call [[Calls#CLEAVE|CLEAVE]] with a [[Weapons &amp;amp; armour#Rods|rod]] four times a day when they hit a target, following the rules for a [[Heroic_skills|heroic skill]].&lt;br /&gt;
&lt;br /&gt;
They also experience a [[roleplaying effect]]: &#039;&#039;you feel a strong urge to wield the power this ritual grants against anyone who disrespects, disobeys, or angers you, regardless of who they are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{regain power}}&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional characters from the same [[Groups#Covens|coven]]. Each additional character increases the magnitude by 11. Additional characters must be present throughout.&lt;br /&gt;
===Option===&lt;br /&gt;
{{Ritual Substitution|dragonbone|measures}}&lt;br /&gt;
===Assurance===&lt;br /&gt;
As with all rituals that [[Eternals_and_rituals#Assurance_and_Stipulation|draw on the power]] of an [[eternal]], this ritual has an assurance which, if broken, causes it to lose all power. In this case, the ritual loses all power if ever [[the Throne|the Throne&#039;s]] ability to lead the Empire and represent her in all things is removed. It is not entirely clear exactly what breaking this assurance would entail. The scroll merely says that &amp;quot;&#039;&#039;The Throne represents the apex of power and ambition for the people of the Empire; the Tomb Lord respects that.&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sorin.jpg|caption=This ritual draws on the power of [[Sorin]], the ruler of a bleak sand-choked wasteland called the &amp;quot;Silent Kingdom&amp;quot;.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
During the Spring Equinox 385YE a scroll detailing this ritual was [[You_can%27t_count_on_me#Sorin.27s_Chastising_Touch|delivered]] to then [[Archmage of Winter]] Ematius of the Great Library of Ankarien by agents of the [[eternal]] [[Sorin]]. It was a gift in recognition of tribute delivered during a [[I_knew_you_were_trouble#Sorin|meeting]] at the Winter Solstice 384YE. At the time the eternal apparently expressed the hope that it would aid Imperial magicians to better understand his philosophy of gaining strength and greater understanding through experiencing suffering. As a gift, they were welcome to do with it as they wished - keep it, share it with their allies, add it to [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]], or even make it part of [[Urizen lore]]. In the end the Archmage chose to make it available to all Imperial magicians. The [[Dean of the Lyceum]], Simargl the Empty One, raised the [[declaration]] to make the ritual [[385YE_Spring_Equinox_Conclave_sessions#Imperial_Lore:_Sorin.27s_Chastising_Touch|part of Imperial lore]].&lt;br /&gt;
&lt;br /&gt;
Invoking the power of [[Sorin]], the ritual creates a conduit whereby the magician channels the power of [[Winter magic|Winter]] to blast flesh and twist bone, without themselves being harmed by it. It uses a sceptre - a rod - that both symbolises the dominance of the wizard who wields it and protects them from exposure to the raw power of the Wasteland. Unlike a spell, the power of the ritual can be used even while armoured in leather or steel.&lt;br /&gt;
&lt;br /&gt;
The original scroll contains some commentary from Sorin (or the underling charged with creating it). &amp;quot;&#039;&#039;While its use in battle is clear, it can also be employed to remind underlings and rivals who rules. The damage it inflicts will not heal naturally; where a cut from a knife or the wound from a blow will fade swiftly the touch of chastisement remains until a physick or a healing magician treats it, a reminder that the underling has incurred the wrath of one who is more powerful than they are.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ritual is clearly similar to [[Crumbling Flesh and Withering Limbs]]; indeed some magicians incorrectly used its name to describe that ritual. It allows a [[Magical skills#Magician|magician]] to channel destructive, painful magic through their [[Weapons &amp;amp; armour#Rods|rod]]. The spell blasts flesh and twists bone, leaving a limb useless and crippled or immediately incapacitating a target with an agonising burst of pain if it strikes the chest or belly. The rod needs to strike reasonably exposed flesh, but the magic penetrates heavy clothing and [[Weapons &amp;amp; armour#Light armour|light armour]] with ease. The effects of the withering cleave can be treated in the same way as a blow from a sword or axe.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
Magicians are still experimenting with the resonances of this ritual, but some of the techniques used to perform Crumbling Flesh and Wintering Limbs seem appropriate. The ritual almost always involves the target&#039;s implement in some fashion. Sometimes the rod is anointed with noxious preparations. Sometimes magician and rod alike are marked with the rune [[Kyrop]] which symbolises weakness, or with the [[astronomancy|astronomantic]] constellation of [[the Drowned Shepherd]]. Invocations involving old age, disease and sickness are included. [[Blood magic|Blood magicians]] might use blood donated by [[draughir]], especially given Sorin&#039;s &amp;quot;affection&amp;quot; for that [[lineage]]&lt;br /&gt;
&lt;br /&gt;
Even when not performed using [[aspect_magic#Goetia|goetia]], every casting must invoke the eternal Sorin by one of his recognisable names: his most common epithets include &#039;&#039;Hungry Wolf&#039;&#039;, &#039;&#039;Tomb King&#039;&#039;, the &#039;&#039;Empty One&#039;&#039;, &#039;&#039;Devourer-of-Hope&#039;&#039;, &#039;&#039;Hunger-Crow&#039;&#039;, &#039;&#039;Father of Draughir&#039;&#039;, and &#039;&#039;Master of Whelps&#039;&#039;. It is likely unwise to add the evocation of additional [[eternal|eternals]] to a performance.&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sound_and_vision&amp;diff=139391</id>
		<title>Sound and vision</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sound_and_vision&amp;diff=139391"/>
		<updated>2026-05-28T13:13:43Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Summer]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;When Holberg and Reikos were held by our Foes, T’was Gabriel Barossa that freed ‘em, Through their army was huge, he baited the Druj, And used their own tactics to bleed ‘em!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jonty slammed his tankard down on the table and groaned. &amp;quot;Not that fucking song again. Doesn&#039;t that troubadour know anything else?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What ya complaining about?&amp;quot; argued Dina. &amp;quot;It&#039;s catchy - and at least this Barossa fella&#039;s still alive. It&#039;s this or that one about the doomed lover who throws themselves in the Barren Sea five hundred years ago. This is topical. And it&#039;s about beating up the Druj. Oh, Ho! Gabriel Barossa!&amp;quot; the last part was shouted, as was now traditional, along with half the tavern.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s trite is what it is. It doesn&#039;t scan properly. It&#039;s doggerel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh right, yeah... This from the man whose only contribution to art is finger painting crude drawings on latrine walls. Going to give up woodcutting and become a troubadour are we?&amp;quot; Dina grinned at her drinking partner enjoying his foul mood.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, Ho! Gabriel Barossa!&amp;quot; shouted the crowd.&lt;br /&gt;
&lt;br /&gt;
Jonty just scowled and mumbled to himself &amp;quot;Death by the Druj would be better than this... If I ever see this Barossa fella, I&#039;ll give him what-for...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sound and vision.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
There is magic across the Empire. In the weavings of the cabalists. In the lore of the weavers. In the craft of the witches, and the arts of artisans. There is also magic in the world itself, serendipity and spirits, constellations and confluences, in the sky and in the salt. Some magic ripples out from the workings of orcs and humans, some rains from the heavens, some rises from the earth and stone.&lt;br /&gt;
&lt;br /&gt;
This season events that relate specifically to the [[eternal|eternals]] is discussed in more detail in &#039;&#039;&#039;[[The prettiest star]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
==Silver Earworms==&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Jaheris have been paying bards, scops, stzena, sutannir, mountebanks, troubadours, and mummers to perform &#039;Grinning General Gabriel&#039; across the Empire&#039;&#039;&#039;&lt;br /&gt;
For reasons known only to the &#039;&#039;[[Jaheris|Unicorn Prince]]&#039;&#039;, the Lord of the Forest of Arden has taken it up themselves to promote a new poem extolling the apparently limitless Virtues of the General &#039;&#039;&#039;Gabriel Barossa&#039;&#039;&#039;. They are apparently determined to ensure that this piece is heard as far and wide as possible, possibly because they want to let everyone know how much they like the general or maybe just because they want his name to life in infamy, it&#039;s hard to be sure.&lt;br /&gt;
&lt;br /&gt;
Bards and anyone who might be a regular performer is being asked to consider reciting the poem at any opportunity. [[Scop|scops]], [[stzena]], [[sutannir]], [[mountebank|mountebanks]], [[troubadour|troubadours]] and even [[mummer|mummers]] have been offered a few rings if they will add the piece to their repertoire and given free rein to change the words, set it to music or include it in a play. Provided it is performed far and wide, the servants of the &#039;&#039;Moonsilver Prince&#039;&#039; are content.&lt;br /&gt;
====Participation: Performers====&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px; width: 50%; float: right;&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
====Grinning General Gabriel====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Gabriel Barossa has fashionable clothes,&lt;br /&gt;
Two blue eyes that are always a-smoulder, &lt;br /&gt;
And a fantastic hat,&lt;br /&gt;
but despite all of that,&lt;br /&gt;
I assure you he’s really a soldier.&lt;br /&gt;
&lt;br /&gt;
When Holberg and Reikos were held by our Foes,&lt;br /&gt;
T’was Gabriel Barossa that freed ‘em,&lt;br /&gt;
Through their army was huge,&lt;br /&gt;
he baited the Druj,&lt;br /&gt;
And used their own tactics to bleed ‘em!&lt;br /&gt;
&lt;br /&gt;
Oh, Ho! Gabriel Barossa,&lt;br /&gt;
Jaheris’s contest he swiftly did win,&lt;br /&gt;
Beat a Jotun Warlord without touching a sword,&lt;br /&gt;
All while wearing a shit-eating grin.&lt;br /&gt;
&lt;br /&gt;
Zakalwe sponsors his tactical college,&lt;br /&gt;
Gabriel’s military thinking’s so stellar,&lt;br /&gt;
And for various crimes,&lt;br /&gt;
he’s been cursed twenty times,&lt;br /&gt;
So you know he’s a popular feller.&lt;br /&gt;
&lt;br /&gt;
The Whispering Gallery hated his knowledge,&lt;br /&gt;
They sent five Assassins most able.&lt;br /&gt;
At his own wedding ball,&lt;br /&gt;
Gabriel best them all,&lt;br /&gt;
(With the help of a small picnic table.)&lt;br /&gt;
&lt;br /&gt;
Oh, Ho! Gabriel Barossa,&lt;br /&gt;
Jaheris says he is the best of the lot,&lt;br /&gt;
And considering the rest&lt;br /&gt;
that have claimed to be best,&lt;br /&gt;
Who are we then to say he is not?&lt;br /&gt;
&lt;br /&gt;
As a dancer he’s graceful, his feet are so swift,&lt;br /&gt;
The Grendel did not stand a chance,&lt;br /&gt;
A three minute defeat,&lt;br /&gt;
while they clapped to the beat,&lt;br /&gt;
When he led his League troupes out to Dance&lt;br /&gt;
&lt;br /&gt;
Now he and his wife have a contest of gifts,&lt;br /&gt;
A rivalry constant and heated.&lt;br /&gt;
So nobody can&lt;br /&gt;
(but his dear Viviane),&lt;br /&gt;
Say they’ve ever had Gabriel defeated!&lt;br /&gt;
&lt;br /&gt;
Oh, Ho! Gabriel Barossa,&lt;br /&gt;
Jaheris says he is the best in the show,&lt;br /&gt;
Truly out at the Fore,&lt;br /&gt;
both in Love and in War…&lt;br /&gt;
Who are we then to say it ain’t so!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyone who plays a character who regularly performs in anyway will have been approached by servants of the &#039;&#039;Moonsilver Prince&#039;&#039; and asked to perform the poem. If you would have taken the Prince&#039;s ring, you can let the crew in GOD know and exchange the eighteen rings income for a crown when you collect your pack &#039;&#039;&#039;by visiting the lost property desk before you leave GOD&#039;&#039;&#039;. You will have been encouraged to perform the poem far and wide and given license to adapt it however you wished. The words of the poem are shown right.&lt;br /&gt;
&lt;br /&gt;
If you perform the poem at Anvil during the summit in front of a substantial audience of a dozen or more people, you will receive a boon from Jaheris. You will experience a &#039;&#039;&#039;roleplaying effect&#039;&#039;&#039;. &#039;&#039;You feel joy in the power of poetry and music to entertain, bedevil and cause trouble. You feel an urge to perform disconcerting pieces at any opportunity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, you have one additional hero point for the duration of the event. You can only increase your maximum number of hero points by one in this manner, but if you have expended this hero point then it is regained whenever you perform the poem in front of a substantial audience in Anvil.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Icebarn.png|align=left|caption=The great icy creatures known as artoks emerge from the endless storm to tread fixed paths across Wintermark before they head back into the ice.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Anchoring an Artok==&lt;br /&gt;
* &#039;&#039;&#039;Mystics of Wintermark have heeded the call of the Conclave to find a way to bind &#039;&#039;Little Icebarn&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control over the artok can be extended at the cost of increasing amounts of mana crystals&#039;&#039;&#039;&lt;br /&gt;
Last season, [[Mystic|Mystics]] from the [[Raven Seer|Aviary of Ishal]] discovered [[Stars_and_sigils#Ravens_and_Giants|previously unknown writings]] regarding the binding of [[Wintermark_magical_traditions#Artok|Artok]]. An opportunity to discover the methods was presented to the Raven Seer, but the decision was made to instead seek the truth behind the animal attacks across Sermersuaq and the north-western Empire. A mystery half-solved? Not if the Empire has anything to do with it. The [[Grandmaster]] of the [[Silver Chalice]] issued a declaration to Conclave calling for interested parties to [[387YE_Spring_Equinox_Conclave_sessions#Concord:_Storm&#039;s_Folly_and_Artok|research the writings of Storm&#039;s Folly]]. A lateral move, but one that many Mystics speak of approvingly. There are often many routes to the same destination, and the magicians of Anvil have identified one.&lt;br /&gt;
&lt;br /&gt;
It is not a flood of scholars who arrive at the isolated Hall in [[Sermersuaq#Suaq_Fount|Suaq Fount]]. More like a trickle, a thin rivulet of curious people, all Winterfolk. This is not the might of a directed order, but a few interested parties. The people of the Empire know very well the power of a small but determined band of experts with time on their hands. And sure enough, just before the Summer Solstice, the researchers present their findings. They have no formal presentation, no context, no historical research. They have gone through the ancient writings and identified only those parts that related to their goal, ignoring everything else. The story of Storm&#039;s Folly and their place in the wider history of the artoks will be for others to research, should they be of a mind. But their methods? Those are now in the Empire&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
Artoks are strange and unpredictable beings, guided by some mysterious force that the Empire does not know. The same methods will not work on all of them, and worse they become more difficult over time, as the artok&#039;s urge to resume its original path grows stronger. But &#039;&#039;Little Icebarn&#039;&#039;, it seems, is susceptible to this control. The researchers are confident that they could use twenty mana crystals to bind the artok to work at the [[Pride of Ikka&#039;s Tears]] for another year. This is not even a one-off thing - the process could be repeated, albeit at greater cost. To bind Little Icebarn for a second year would cost 40 mana crystals, then 80 for a third year, 160 for a fourth, and so on. The required quantity would double every time so Little Icebarn could never be bound forever, but the only limits are the mana crystals available.&lt;br /&gt;
&lt;br /&gt;
All it would take is for the Custodian of the Pride of Ikka&#039;s Tears, currently &#039;&#039;&#039;Æðelric Dagursson&#039;&#039;&#039;, to acquire the mana crystals and have them delivered to the mine for use (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Custodian of the Pride of Ikka&#039;s Tears should hand-in mana crystals at the end of the event and email {{plot}} before downtime closes.)&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Feresh.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Mountain Rises (Zenith)==&lt;br /&gt;
* &#039;&#039;&#039;Mount Polus has risen to be the tallest mountain in the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Urizen could build an edifice to found a new spire on the mountain&#039;&#039;&#039;&lt;br /&gt;
Last season, [[Meraud]] [[Eat_like_kings#Obligations|provided the Golden Chalice]] with an arcane projection in recognition of their aid in his restoration. &#039;&#039;The Hands that Shake the Heavens&#039;&#039; was performed during the summit by the &#039;&#039;&#039;Ashen Flame&#039;&#039;&#039; coven of Urizen, targeting [[Zenith#Occursion|Occursion]] in Zenith. The first of the tremors was felt shortly after the equinox, with subjects of the Lord of the Silver Tower visiting spires to warn them before the earthquake that followed. One of the mountains of Occursion, Mount Polus, began to rise as the tremors continued. Shortly before the summit, the last of the tremors is felt, and the region seems to breathe a sigh of relief. Just one day later, an overwhelming crunch is heard as far away as [[Custodian_of_the_Storm_Vault#The_Storm_Vault|the Storm Vault]]. A crevasse has opened near the base of Mount Polus, which seems to beckon for adventure.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mount Polus&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; [[Zenith#Occursion|Occursion]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; &#039;&#039;&#039;Minimum:&#039;&#039;&#039; 10 white granite, 300 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Founds a new spire allowing any Urizeni character to take a new resource in that territory for free in the season it is completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Architect of the Crucible could redirect the Crucible from the Brilliant Star to the edifice to reduce the costs for the spire to regular costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends in a year&#039;s time&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
It is too soon to know for sure what might be found in the crevasse, but local spires and citadels are incredibly interested in what might be uncovered in this new unknown. The &#039;&#039;Citadel of the Empty Sword&#039;&#039;, sentinels who maintain a watch over the southern pass into [[Spiral]], have suggested that an army could be used to explore the crevasse... once the Druj are pushed from the territory, of course. The [[Narwhal&#039;s Spear]], the [[Seventh Wave]], or the [[Wolves of War]] (hiring the appropriate mercenaries), or an Imperial army enchanted with [[Bound by Common Cause]] could take a defensive order to fully explore the crevasse. The general would likely receive a sample of what might be found in the crevasse, and the civil service would publish a report of what was uncovered, and how best it might be exploited for the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Eye of the Heavens&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Edifice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Occursion in Zenith&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 mithril, 20 white granite, 10 weirwood and 225 thrones, six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 2 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Creates an observatory to enable study of the stars, the conjunctions and astronomancy to rival the proposed school of dramaturgy in Spiral&lt;br /&gt;
* Founds a new spire allowing any Urizeni character to take a new resource in that territory for free in the season it is completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The Architect of the Crucible could redirect the Crucible from the Brilliant Star to the Eyes of the Heavens for two seasons to reduce the labour costs to 180 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;One-off Benefit:&#039;&#039;&#039; 100 crystal mana spread through businesses in the Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends in a year&#039;s time&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Of course, impossibly tall mountains whose peak is way above the clouds could be the perfect place to found a new spire. Just as [[Daybreak_in_Spiral|the proposal for the Omphalos in Spiral]], the nation would need to commission an edifice to serve as the focal point of the Dreaming Spire. It would need at least ten white granite, but it could be bigger than that if there was sufficient desire to ensure the new spire had sufficient grandeur to meet the moment.&lt;br /&gt;
&lt;br /&gt;
The problem here would be how on earth to drag the materials all the way up the side of the tallest mountain in the Empire. Regular ushabti are not designed for that work, so the labour costs would be ten times the normal rates, 300 crowns for a ten wain edifice, more if the territory decided to build something bigger. What is needed are specialist ushabti built just for this purpose - with the right constructs, the costs could return to normal (30 crowns for a ten wain edifice).&lt;br /&gt;
&lt;br /&gt;
Fortunately Zenith is the home of the [[Fate_and_function|Crucible of Fate]], the extraordinary foundry, with accompany forges and workshops that allow the [[Architect of the Crucible]] to oversee the creation of specialised Ushabti. Currently the focus of that work is on the specialist ushabti needed to maximise production of mithril for the [[Brilliant Star]] but they could be [[Architect_of_the_Crucible#Miracle_And_Wonder|redirected for a season to support the construction of the new spire by the usual method]]. If that happened then the costs for &#039;&#039;any&#039;&#039; commission on the mountain-top would return to normal.&lt;br /&gt;
&lt;br /&gt;
Of course those are just the technical problems - the spire would need a name - and ideally a purpose. One possible choice might be to study the stars - Zenith was once renowned for its [[astronomancy|astronomancers]]. The Arch of the Sky was a collection of spires on the tallest mountains in Zenith where [[stargazer|stargazers]] and masters of celestial magic would come to observe the night skies. It was destroyed when the Druj invaded Zenith and has never been rebuilt. It could be anything however; if the edifice is commissioned, that is the perfect opportunity to set the name and direction of the new spire.&lt;br /&gt;
&lt;br /&gt;
When the Crucible of Fate was commissioned it beat out a [[Write_your_own_ending#The_Eye_of_the_Heavens|proposal by &#039;&#039;Delius of the Night Spire&#039;&#039;]], to make Zenith the indisputable home of astronomancy throughout the Empire. Her proposal was five separate observatories spaced out across the territory to mirror the positions of [[The Key and The Lock]]. However the opportunity presented by Mount Polus offers the stargazer a chance to shake off those plans and repropose them. It is well known among dedicated astronomers, that the higher an observatory is positioned, the easier it is to read the stars. This is hardly surprising, since you are considerably closer to the stars on top of a tall mountain! So rather than five small observatories, why not create one enormous one, a spire close enough to touch the heavens?&lt;br /&gt;
&lt;br /&gt;
The proposal is hardly cheap, but building the Eye of the Heavens was never going to be easy. It wouldn&#039;t change the essential nature of Zenith, it will always be renowned as a territory whose people were masters of their own fate. But it would be the perfect way to restore the legacy of the Arch of the Sky and also create an observatory that would be an unrivalled centre of the study of astronomancy in the Empire. The perfect way to show those [[The_play_that_came_to_Apulian#Curiouser_and_Curiouser|actors in Apulian]] what real magical study looks like!&lt;br /&gt;
&lt;br /&gt;
==A Gate of Mist and Shadow (Lyceum)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:Sadogua001d.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The meeting between the Brother of Wizards and the Unfettered Mind seems to have borne fruit&lt;br /&gt;
* &#039;&#039;&#039;Two possible plans for restoring contact between the Empire and the Lyceum are being explored&lt;br /&gt;
Last season, a [[Speak_to_me#Father_of_Bats|plenipotentiary meeting]] was arranged between the [[Sadogua|Brother of Wizards]] and members of the [[Unfettered Mind]]. The discussion about how to solve the problem of [[Dean_of_the_Lyceum#The_Lyceum|the Lyceum]] being stuck behind a mostly impenetrable wall of magical mist ranged far and wide but in the end some potential solutions were settled upon. &lt;br /&gt;
===A Gate of Mists===&lt;br /&gt;
* &#039;&#039;&#039;A specialist Night magic ritual designed to enchant a fleet could be developed that would be &amp;quot;recognised&amp;quot; by the wards&lt;br /&gt;
* &#039;&#039;&#039;The ritual would need to be placed in Imperial Lore&lt;br /&gt;
* &#039;&#039;&#039;There is a risk that enemies of the Empire might be able to get hold of or duplicate the ritual enchantment&lt;br /&gt;
The first apparently involves a scheme to create a specific ritual of [[Night magic]] that, among other things, would allow a [[fleet]] to pass through the wall of mist (and also avoid being eaten by the dangerous [[inhabitants of the realms#Guardians|guardians]] the Father of Bats has apparently unleashed into the area). With the help of the eternal, the wards would be modified to allow any ship bearing that specifically crafted enchantment to pass freely.&lt;br /&gt;
&lt;br /&gt;
For this plan to work, the ritual would need to be codified and then made part of Imperial Lore. Once that were done, Imperial ships would be able to reach the Lyceum again. This is convenient, but also risky. The &#039;&#039;Globbersnotch&#039;&#039; warns that if the wards are attuned to a ritual they allow &#039;&#039;anyone&#039;&#039; through to the Lyceum island. While the Empire might be able to control access to such a ritual, it would still be possible for enemy magicians to work out the details of that ritual and potentially create their own &amp;quot;key&amp;quot; to the lock protecting the college of magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Gates of Shadow&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Siroc Bayou, Madruga or Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 wains of &#039;&#039;either [[white granite]] or [[weirwood]]; 5 rings of ilium; base 45 crowns labour costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 Months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability: Open-ended&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Restores connection between the region where the gates are built and the Lyceum&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A Course of Shadows===&lt;br /&gt;
* &#039;&#039;&#039;A pair of gates based on the Paths of Lan Thúven could allow ships to sail safely back and forth between the mainland and the Lyceum&lt;br /&gt;
* &#039;&#039;&#039;The risk is that if the region where the gate stood on the mainland were captured by enemies they would be able to access the Lyceum instead&lt;br /&gt;
* &#039;&#039;&#039;The gate would be built at Siroc Bayou or Oranseri&lt;br /&gt;
The other possibility is to draw on the inspiration of the old [[Liathaven#Paths_of_Lan_Thúven_(Gone)|Paths of Lan Thúven]]. Discovered in the depths of the (then) vallorn dominated western Liathaven, the paths were a specific route woven with [[night magic]] that allowed Navarr armies to pass &#039;&#039;through&#039;&#039; vallorn controlled [[Liathaven#West Ranging|West Ranging]]. With the help of the &#039;&#039;Toad King&#039;&#039; a similar structure could be put in place connecting [[the Brass Coast]] mainland to the Lyceum island. This would allow any ship to sail safely through the mists - and also incidentally avoid any &#039;&#039;other&#039;&#039; threat along the route. &lt;br /&gt;
&lt;br /&gt;
There is of course a weakness to this plan as well. The &amp;quot;entrance&amp;quot; to the magical path would need to be built in either [[Madruga#Siroc_Bayou|Siroc Bayou]] (which is not currently part of the Empire, and is also tricky to build in), or in [[Feroz#Oranseri|Oranseri]] (most likely as part of the docks at [[Feroz#Oran|Oran]]). The problem here is that if enemies capture the region where the mainland end of the gate stands they would be able to sail as many ships as they wanted to up to the Lyceum and raid or destroy the college.&lt;br /&gt;
&lt;br /&gt;
Sadogua has provided plans for the required gates however. The eternal says that with his help, the magicians on the island will be more than capable of cannibalising the resources they need to build their end, at least in the short term. Once the gate opens, the first ships will be able to bring the last few resources in to anchor the &amp;quot;course of shadows&amp;quot;. The plans the eternal has provided represent an [[edifice]] requiring 15 wains of &#039;&#039;either&#039;&#039; weirwood or mithril (but not both), and 5 rings of [[ilium]]. Construction will require a base 45 crowns (more if they are [[Commission#Marshes|built in the marshes]] of Siroc Bayou). Once complete, Imperial ships will once again be able to reach the Lyceum, allowing the magicians trapped there to leave and new students and faculty to reach the island.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Wyrm-lord&#039;&#039; is always angling for magicians to gain additional power, and points out that the Senate could amend the title of [[Arcane Architect]] to allow them to build edifices, a useful ability that would be of value not only to eternals from all realms but also to Imperial magicians who need something built for magical purposes. He can&#039;t do much himself, but he does point out that there are probably forces in the other lesser realms (perhaps the [[Realms#Autumn|Iron Labyrinth]]) that are more focused on material concerns. They might be convinced to support the Arcane Architect if they had a wider remit than just &amp;quot;mana and vis sinecures&amp;quot;, perhaps even going so far as to free them from the need to work with the mundane civil service and Senate when commissioning a structure in a similar way to the [[Master of the Koboldi]] (but with fewer koboldi).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=PhoenixIllustrationInk.JPG|caption=What is written in the firmament can be read from the earth.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shadow Empire (Casinea)==&lt;br /&gt;
* &#039;&#039;&#039;Residents of Casinea have reported strange dreams&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone enchanted with &#039;&#039;Ride the Noble Steed&#039;&#039; can request a vision from the Regio or the Referee Access Tent&#039;&#039;&#039;&lt;br /&gt;
As the Summer Solstice approaches, people across [[Casinea]] awaken having experienced strange dreams with peculiar spires and palatial, shadowed spaces. Often these dreams involve being surrounded by others - some they recognise, most they don&#039;t - all in hushed silence. The atmosphere in these dreams is heavy with expectation, tinged with an edge of the unreal - of a brief, discomfiting blurring between the dreamer and the dream at the moment of waking that lingers for hours long beyond the persistence of memory.&lt;br /&gt;
&lt;br /&gt;
Budding oneiromancers dwell upon these somniations at length before [[Clear_Counsel_of_the_Everflowing_River|turning to]] the &#039;&#039;[[Sung|Rainbow Serpent]]&#039;&#039; to decipher its mysteries. Her response is delivered with that eternal&#039;s usual mystique: these dreams, it would seem, are a celebration of sorts - a gift formed from the contribution of several Night eternals. The &#039;&#039;Whispering Wind&#039;&#039; goes on to hint at a further invitation for those who seek the mysteries of their dreams that can be found by &amp;quot;&#039;&#039;&amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt;seeing through the eye of the magpie and taking tack and bridle to ride beyond the veil of sleep&amp;lt;/span&amp;gt;&#039;&#039;&amp;quot;. All other questions on the matter return only silence.&lt;br /&gt;
&lt;br /&gt;
It is soon discovered that those affected by [[Ride the Noble Steed]] within Casinea experience an especially vivid dream of riding far - through foreign lands, blurred by night - making for a distant point of light. When they awaken they are filled with a certainty that they have begun to undertake a journey - though towards what, the dream offers no answers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Participation&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If your character has slept overnight in Casinea in the last season (or indeed after sleeping in Anvil during the event), they may roleplay having experienced this strange dream. Any character who is the target of [[Ride the Noble Steed]] may request to receive additional information about the dream of travel from the Regio or the Referee Access Tent.&lt;br /&gt;
&lt;br /&gt;
==The Littlest College==&lt;br /&gt;
* &#039;&#039;&#039;Access to the Loom of Spells will be auctioned at 14:00 on Sunday at the Imperial Regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Loom of Spells continues to be controlled by the Church of The Little Mother&#039;&#039;&#039;&lt;br /&gt;
The Church of The Little Mother is continuing the practice of auctioning access to the Loom of Spells. A [[bishop]] of the Church will attend the Imperial regio at 14:00 on Sunday of the summit, where the auction will take place. Bids are to be given in ingots and measures. It does not matter which materials are given, and bids may include a mixture. The only thing that matters is the raw quantity. &lt;br /&gt;
&lt;br /&gt;
They remind potential bidders that the Loom can only codify rituals of up to the tenth magnitude, but have established that the ritual [[Quick Study]], which is part of Urizen lore, will work. The bishop taking the bids has been assigned as head of the work crews on the Loom this season, and may be targeted by this ritual if needed, though they will expect any bidders who require such a thing to have arranged their own casting and to be ready to cast it as soon as their bid is declared successful.&lt;br /&gt;
&lt;br /&gt;
==Lights in the Sky (Feroz)==&lt;br /&gt;
* &#039;&#039;&#039;A colourful display is in effect in the night sky of Feroz&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is clear to anyone in the territory that this is the result of Summer magic&#039;&#039;&#039;&lt;br /&gt;
After the Spring Equinox, a majestic vision starts appearing in the night skies over [[Feroz]]. The vision repeats each night although the details are sometimes different. As the months roll on the light becomes less pronounced, and several nights may pass between appearances. About a fortnight before the Summer Solstice, the last lights are seen and then the effect ends.&lt;br /&gt;
&lt;br /&gt;
A bag bound in chains, set within a cage formed of magnificent light, emerges from what appears to be a hole in the sky. Two figures follow; the first an Urizen changeling, clad in a robe of falling stars. In his hand, he holds a gilded staff topped with a blue crystal. Soon after, a Navarr man follows, adorned in moonlight. The two figures share a glance before they seem to survey the land beneath them. Linking hands, they produce a gilded key, and they walk towards the locked bag. As they unlock the bag, it explodes into a starburst of multiple colours, which settle into the forms of creatures dancing in the sky. After a few minutes, there is a flash of light, and the apparition repeats itself anew.&lt;br /&gt;
&lt;br /&gt;
The effects are clearly the result of a powerful Summer enchantment. There is a little grumbling from the folk of Feroz about the amount of mana the images must have required and how they might have been better spent.&lt;br /&gt;
&lt;br /&gt;
==Koboldi in the Barrens==&lt;br /&gt;
* &#039;&#039;&#039;A group of koboldi have appeared in the Barrens looking to build a statue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are apparently waiting for further direction on what they should build&#039;&#039;&#039;&lt;br /&gt;
Shortly after the Spring Equinox a large group of excitable &#039;&#039;koboldi&#039;&#039; appear in Murderdale in the Barrens. They are apparently here to raise a new statue, something grand and impressive, as part of an agreement with the [[Adamant|&#039;&#039;King under the Mountain&#039;&#039;]]. They were expecting to meet with Dawnish magicians from the Phoenix Rising coven who could tell them what needed to be built, so they are somewhat non-plussed to find nobody waiting to greet them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Palace of the Moon&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Murderdale, The Barrens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 500 white granite but no labour costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 years&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the most grandiose personal dwelling in the Empire, rivalling the Castle of Thorns for size and splendour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends once the koboldi receive instructions for a statue&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The koboldi are delighted to discover there is nobody here to direct them. They&#039;ve been sent here by King Adamant to build the state as directed by the Phoenix Rising and while they are eagerly looking forward to the chance to get to work, they&#039;re equally delighted to be contractually forced to do nothing. Of course they are all going to be in enormous trouble with the King once he discovers they&#039;ve spent all season doing nothing when they should have been hard at work building, but that&#039;s a problem for tomorrow.&lt;br /&gt;
&lt;br /&gt;
They spend the season causing a minor nuisance in the area by suggesting a series of increasingly ludicrous building endeavours. As an example, they offer to turn the modest wooden dwelling of Hafton, a yeofolk from Drycastle into an enormous palace, &amp;quot;the size of the moon&amp;quot;, if he can just find them five hundred wains of white granite. When Hafton explains he doesn&#039;t have five wains, let alone five hundred, the disappointed koboldi attempt to hawk the plans around various wealthy nobles in the area.&lt;br /&gt;
&lt;br /&gt;
As much as they are enjoying themselves, Adamant is bound to discover that they have absconded from work eventually, and order them back to it. If they are given direction by a member of the Phoenix Rising coven before the start of the Autumn Equinox ({{plot}}) then they will build a statue as required. Otherwise they will keep making a nuisance of themselves suggesting ridiculous commissions until Adamant notices, at which point they will sculpt a large stone bust depicting the noble demeanour of the most glorious King under the Mountain and depart.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ClawIllustrationInk.JPG||align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Cry in the Night==&lt;br /&gt;
* &#039;&#039;&#039;The constellation of the Claw has become clearer and is exerting odd influence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magicians drawing on the Claw in their magic may experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drawing on the Claw to empower the casting of rituals by shedding blood has been interdicted&#039;&#039;&#039;&lt;br /&gt;
The four stars that make up the constellation of [[the Claw]] remain clear and pronounced despite any amount of obfuscation of the sky. Since the Winter Solstice, those who know where it is find their eyes are drawn to it whenever they see the night sky. The sensation of gazing on the Claw makes sensitive people (especially [[naga]] or [[merrow]]) feel uncomfortable. If it is invoked in an [[astronomancy|astronomantic]] ritual, any [[Rituals#Contributors|contributors]] to that ritual feel its power particularly strong and immediate. Anyone participating in such a ritual may experience the [[roleplaying effect]]: &#039;&#039;you feel an urge to assert your dominance over anyone who challenges you, or seek a physical confrontation with anyone you feel has wronged you. Violence seems easy and satisfying.&#039;&#039; This effect lasts for at least half an hour if a player chooses to embrace it.&lt;br /&gt;
&lt;br /&gt;
In addition, the Claw continues to exert the [[Stars_and_sigils#Wyrm_Coils_Around_Mountain|powerful influence]] observed at the Spring Equinox. If the Claw is invoked while performing certain ritual enchantments, their power is enhanced. The first time each day that a contributor calls on the Claw, they can choose to spill their own blood to empower the ritual. They can spend up to three hits by cutting themselves or other willing contributors, and each hit lost counts as one mana toward the performance of the ritual. The hits lost during the performance of the ritual cannot be restored until the ritual is completed or abandoned. A contributor can reduce themselves to 0 hits during a ritual, but they will be able to complete the performance before collapsing and beginning to [[Combat#Dying|bleed to death]]. Each magician can only use this ability once per day, and the &#039;&#039;roleplaying effect&#039;&#039; invoking the Claw creates will last for at least an hour and be much more pronounced.&lt;br /&gt;
&lt;br /&gt;
The rituals this peculiar [[blood magic]] will enhance seem to be a selection of those particularly associated with violence and conflict:&lt;br /&gt;
* The personal enchantments [[Forest Remains]], [[Call Down Lightning&#039;s Wrath]], [[Might of the Myrmidon]], [[Talon of the Gryphon]], [[Swift Leaping Hare]], [[Swan&#039;s Cruel Wing]], [[Hammer of Thunder]], and [[Hook of the Hoarfrost Guardian]]&lt;br /&gt;
* The resource enchantments [[Merciless Wrath of the Reaver]] and [[Blood and Salt]]&lt;br /&gt;
* And these rituals which are not part of Imperial or Urizen lore &#039;&#039;Heaven&#039;s Spear Sunders the Mountain&#039;&#039;, and &#039;&#039;Ironwind&#039;s Pride&#039;&#039;&lt;br /&gt;
However, the [[Conclave]] has chosen to [[387YE_Spring_Equinox_Conclave_sessions#Interdiction:_Shedding_Blood_for_Claw_Rituals|outlaw this practice]]. The [[Arbiter of the Rogue Declaration]] &#039;&#039;&#039;Lights Aliss&#039;&#039;&#039; brought a [[declaration]] of [[Interdiction]] that was upheld by the magicians of the Empire. It is now a crime for any magician to call on the power of the Claw and shed blood instead of mana. The ability to use the Claw in this way remains available, but in addition to any physical or magical consequences there are now also legal consequences for drawing on it.&lt;br /&gt;
&lt;br /&gt;
==Wyrm Pulls the Sailor Down==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm is the emblem of transformation and transfiguration.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The grand conjunction of the Great Wyrm and the Mountain is drawing to an end&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Great Wyrm is moving into a grand conjunction with the Drowned Shepherd&#039;&#039;&#039;&lt;br /&gt;
Since the Winter Solstice, Imperial [[astronomancy|astronomancers]] have been aware of a rare &#039;&#039;grand conjunction&#039;&#039; of [[the Great Wyrm]] and [[the Mountain]] in the skies above the Empire. The impact of this conjunction has already been felt by magicians, with seismic changes to the way certain types of magic, specifically those associated with warfare, function. This has led to permanent alterations to the way [[Army|armies]], [[military unit|warbands]], and [[fleet|ships]] are [[enchantment|enchanted]], and to how certain divinations work. The power of the conjunction appeared to [[Stars_and_sigils#Wyrm_Coils_Around_Mountain|reach its zenith]] during the Spring Equinox. It is now in decline, the powerful magical effects observed last season having entirely faded.&lt;br /&gt;
&lt;br /&gt;
However, the chaos in the stars is not over. Astronomancers have noted that [[the Drowned Shepherd]] has been [[Stars_and_sigils#The_Drowned_Man|shifting into alignment]] with the Great Wyrm and it appears another grand conjunction is imminent. The Hanged Man is quite a dangerous constellation, often used in magic that creates [[curse|curses]] or destruction, leading some astronomancers to become quite nervous.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=DrownedManIllustrationInk.JPG|caption=The Drowned Shepherd is a constellation of curses and the end of things.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Unravelling==&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections created before Winter 386YE that enchant armies, navies, military units, or fleets no longer work&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Such arcane projections are unravelling and may be exchanged for crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability to exchange an arcane projection lasts until the end of the Autumn Equinox 387YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The inability to cast these arcane projections is permanent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is currently impossible to create arcane projections that curse an individual&#039;&#039;&#039;&lt;br /&gt;
The Unfettered Mind were also the first people to spot the peculiar phenomenon that coincided with this Grand Conjunction. Dubbed &#039;&#039;the Unravelling&#039;&#039; in some parts of the Empire, it means that any arcane projection issued before E1-2025 that attempts to [[enchantment|enchant]] an [[Army|army]] or [[navy|navy]] can no longer be cast. Likewise, arcane projections that involve enchanting a [[military unit]] or [[fleet]] no longer function. The Grand Conjunction appears to have scrambled the magic bound into the projections themselves. &lt;br /&gt;
&lt;br /&gt;
Any of these arcane projections that no longer function can be brought to GOD and exchanged for 10 crystal mana. This either represents someone intentionally speeding the unravelling process along to reclaim the mana invested in the projection, or might mean that in-character a valued projection (that the player no longer wants OOC) has fallen apart despite their best efforts. The ability to exchange defunct arcane projections for mana in this way will persist until the end of the Autumn Equinox 387YE.&lt;br /&gt;
&lt;br /&gt;
While the Drowned Shepherd is not yet part of a Grand Conjunction, astronomancers have indicated that they believe such a thing is imminent. It is still not possible to create an [[arcane projection]] that creates a personal [[curse]] - a curse that targets an individual. Such arcane projections that already exist can still be cast, but magicians of the Unfettered Mind theorise that it is only a matter of time before the same conjunctional effect that has diminished the power of warlike arcane projections will affect arcane projections based around curses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; You&#039;ll need to hand the arcane projection phys-rep over so we can mark it as inactive on our systems. We don&#039;t plan to reprint lost arcane projections for the event; if you have lost an arcane projection in downtime you can e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] after the event with the details of the missing projection and we&#039;ll do our best to replace it in time for the Autumn Equinox.&lt;br /&gt;
{{CaptionedImage|file=Lock&amp;amp;KeyIllustrationInk.JPG||align=right|width=250}}&lt;br /&gt;
==Lock and Key==&lt;br /&gt;
* &#039;&#039;&#039;A hitherto unknown tulpa of the Wanderer has apparently begun to move towards Anvil&lt;br /&gt;
* &#039;&#039;&#039;It is expected in both the Highborn and Freeborn camps at 16:00 on Saturday&lt;br /&gt;
As well as the conjunctions of the stars involving the Great Wyrm, the Claw, and the Drowned Shepherd there is another peculiar celestial phenomenon that might be worth noting. Since the Spring Equinox [[the Wanderer]] has moved through first [[the Lock]] and then [[the Key]]. In both cases the baleful red star that heralds plans going awry seemed to hang between the existing stars of the constellations making it appear to the uninitiated that they had each spawned an extra star.&lt;br /&gt;
&lt;br /&gt;
The conjunction appears relatively minor, but astronomancers have warned that it appears to have spawned an unfamiliar [[tulpa]] of the Wanderer. The entity is in Casinea, and its not clear where it came from. It&#039;s also not clear if it is a &amp;quot;pure&amp;quot; tulpa, or a magician who has touched the stars a little too closely and become &amp;quot;ridden&amp;quot; by the power of the stars. It is apparently called the &amp;quot;Pilgrim Flame&amp;quot; and has enough personality to hold conversations, reinforcing the idea it might be a magician under the influence of a star (although that said, the tulpas of the Wanderer, more than most other star-spawn, have proved capable of communicating with mortals, albeit in unpredictable and often incomprehensible ways). It intends, apparently, to visit [[Highguard]] and [[the Brass Coast]] at four in the afternoon on Saturday.&lt;br /&gt;
&lt;br /&gt;
==Written in the Stars==&lt;br /&gt;
* &#039;&#039;&#039;There have been odd &#039;constellations&#039; spotted in the night sky where the Penumbral Veil has been drawn&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s not clear what these constellations are but anyone who peers at them for long gains an inkling of their name and meaning&lt;br /&gt;
And on the subject of constellations... much of the Empire has had the [[Drawing the Penumbral Veil|penumbral veil]] drawn over it for several seasons now. With the notable exceptions of [[astronomancy|astronomancers]] and stargazers, most citizens have come to treat the occasional strangely shifting shapes and lights in the night sky as unremarkable oddities.&lt;br /&gt;
&lt;br /&gt;
This past season, however, one [[Urizen]] Spire claims to have spotted a pattern in the odd lights that sometimes appear in the veiled night sky. Members of the &#039;&#039;Spire of Shadowed Glass&#039;&#039; have travelled across the Empire, cataloguing what they see each night. They have found that some areas of the Empire seem to be repeatedly visited by the same odd stars. These pseudo-constellations are not visible elsewhere, and it is notable that people living within these areas have been having odd dreams associated with them. Even more unusual, people who see these stars seem inclined to draw the same shapes between them and call them by the same names - even if they have never talked about them with anyone else.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt; Any character who lives or has spent time travelling in any of the following territories may choose to experience the associated roleplaying effect during the event. The effect may ebb and flow at player discretion, and is entirely opt-in. If you choose not to have been effected by it, you cannot start being effected by it during the event. &amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Trident and The Serpent Sheds its Skin.webp.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Trident - Skarsind&#039;&#039;&#039;&lt;br /&gt;
This is a patterns of stars - or star-like objects - often seen over Skarsind. People in this area seem to be experiencing a boon of creativity, and frequently dream of boat voyages or being caught in a great net and ripped from their home.&lt;br /&gt;
&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You are drawn to new ideas, concepts and sources of inspiration. When viewing art, you are overcome with an urge to transform it in some way to make something new.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Serpent Sheds its Skin - Mournwold&#039;&#039;&#039;&lt;br /&gt;
The Serpent winds across the skies of the Mourn, seeming to draw the attention of people already feeling an urge to change something about themselves or their life. The territory is not short on people unhappy with their situation, and the serpent is becoming a popular topic of tales, songs and artistry.&lt;br /&gt;
&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You are keenly aware of how negative experiences have caused you to transform and change. You feel a deep urge to continually reform yourself in new and exciting ways.&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Golden Ferret.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Ferret - Tassato&#039;&#039;&#039;&lt;br /&gt;
It&#039;s difficult to say how anything about the collection of stars rising over Tassato resembles a ferret, let alone a golden one. And yet somehow Mestra and Regario are in complete agreement that they couldn&#039;t be anything else. Unfortunately, those who spend long enough gazing at the stars only seem to become more passionate about the rivalry between the two halves of the city.&lt;br /&gt;
&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You feel an urge to act on your deepest desires and take what is rightfully yours. Adorning yourself in your achievements and the fruits of your labour gives you an immense sense of satisfaction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Woven Banner - Necropolis&#039;&#039;&#039;&lt;br /&gt;
In Necropolis, the diamond of stars stretching across the sky is viewed mostly with suspicion. Chapters come together to view it on the tallest hills, debating the risks it may pose. A network of archivists begins to document the movement of the stars, and any possible effects they may be having on the area, but they struggle to come up with any reliable findings.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The woven banner.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Those who spend significant time in the territory may find themselves under the following roleplay effect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roleplay effect: You are keenly aware of the power of working together with others. You feel an urge to connect with others to create things greater than the sum of their parts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Never Get Old (Falconer)==&lt;br /&gt;
* &#039;&#039;&#039;The Cult of the Falconer continues to expand its influence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly of Nine directed the Silent Bell to investigate the Cult of the Falconer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Cardinal of Vigilance will receive a report at the upcoming summit&#039;&#039;&#039;&lt;br /&gt;
The Cult of the Falconer has expanded even further in the last few months. Across the north-west of the Empire, there are illicit meetings between would-be adherents of the powerful creature, where they boast of what they have done to prove themselves the strongest and worthiest. The [[Cardinal of Vigilance]], &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039;, raised a statement of principle in the Assembly of Nine that called on the [[Silent Bell (Sodality)|Silent Bell]] to investigate the cult. There is little word from the members of the sodality before the summit, other than confirmation that the cardinal will receive their report. The Assembly of Nine upheld a statement of principle, raised by &#039;&#039;&#039;Skywise Tulva&#039;&#039;&#039;, [[387YE_Spring_Equinox_Synod_judgements#Judgement_181|condemning]] the cult as idolatrous, but it appears to have done nothing to sway those who have pledged themselves to this inhuman entity.&lt;br /&gt;
&lt;br /&gt;
In [[Sermersuaq]], the cult grows. There are rumours from Atalaq to Wreck of pillars being raised in the wilds, though few have seen one and no-one admits to having a hand in their creation.&lt;br /&gt;
===Falconer Cultists===&lt;br /&gt;
* &#039;&#039;&#039;At least two groups of followers of the Falconer are coming to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are expected to arrive on Friday or perhaps early Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It&#039;s not clear why they are coming to Anvil&#039;&#039;&#039;&lt;br /&gt;
In [[Wish_you_were_here#Kaisa&#039;s_Invitation|Winter]] and in [[Mistaken_for_strangers#Falcons_and_Roses|Spring]], representatives of the &#039;&#039;Chosen of the Falconer&#039;&#039; have visited [[Anvil]]. They have spoken to any number of people of many nations and it is widely suspected they are connected to the strange magical influence spreading across the north-western Empire. Perhaps they are taking advantage of the odd conjunction of [[the Claw]]; some more excitable types argue they may actually be &#039;&#039;causing&#039;&#039; it somehow.&lt;br /&gt;
&lt;br /&gt;
At least two groups of these &amp;quot;chosen&amp;quot; are apparently planning to return to Anvil this season. They have been seen travelling along the roads from Wintermark, and most sensible fellow-travellers give them a wide berth. There has been talk of trouble at some wayhouses along their route - brawling and angry words rather than anything more seriously. They are anticipated to arrive either Friday night or perhaps early Saturday morning. They aren&#039;t being open about their reasons for attending the summit, so citizens are warned to exercise caution. The magistrates are however at pains to remind anyone who asks that these people are still Imperial citizens, and membership of their group is not illegal. Violence against them will be viewed just as seriously as violence against any other citizen of the Empire.&lt;br /&gt;
&lt;br /&gt;
===Painted (Miekarova)===&lt;br /&gt;
* &#039;&#039;&#039;Alleged cultists are apparently sacrificing one of their own in the name of the Falconer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are reports of wild beasts in the vicinity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Senator for Miekarova&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the cultists&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Deep in the wilds of Miekarova, not too far from the [[Night Quarry]], stands the Painted Clearing. The clearing lies in the middle of some of the wild woods of Mieriada, and was created as a place of beauty to represent the importance of the [[Miekarova#The_Painted_Caves|Painted Caves]]. The beauty was shattered over the season with the apparent arrival of the cult of the Falconer. The supposed cult has kept moving in the forests of Miekarova, avoiding the garrison of Grimhold, whilst striking at travellers and threatening outposts. &lt;br /&gt;
&lt;br /&gt;
The woods around the Painted Clearing are not only possibly inhabited by the cult, dangerous and wild beasts also stalk the woodlands. The pervasive feeling of short-temperedness and anger is now common in the woods, and locals have seen a significant increase in attacks from the wildlife.&lt;br /&gt;
&lt;br /&gt;
The alleged cultists are planning &#039;&#039;something&#039;&#039;. For the past few days they have been quiet, after a frenzied period of attacks. Rumours abound of what they are planning, with worry that they might be preparing to unleash havoc on Olodny. It is the responsibility of the [[Miekarova|Senator for Miekarova]], &#039;&#039;&#039;Vaclav Mladenovich Kosti&#039;&#039;&#039;, to defeat the alleged cultists and any nearby beasts who might object to the intrusion on their land.&lt;br /&gt;
&lt;br /&gt;
===Herding (Skarsind)===&lt;br /&gt;
* &#039;&#039;&#039;Cultists are threatening the great herd of Skarsind&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are rumours of vicious beasts in the area &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Shepherd of the Great Herd&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the cultists&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
In [[Skarsind]], in the woods of eastern [[Skarsind#|Estermark]], rest some of the cattle of the [[Shepherd_of_the_Great_Herd#The_Great_Herd|Great Herd]]. Here, too, are adherents of the Cult of the Falconer. Reports from locals are that the cultists have been launching attacks on travellers - butchering them as they go. Where corpses have been found, they have almost always been missing some limb or another, methodically lopped off with repeated blows of a keen edge.&lt;br /&gt;
&lt;br /&gt;
Whether this has something to do with the rumours of vicious beasts in the area is a matter of some debate, but the trail of corpses does continue towards the Great Herd. The cult may be planning on trying to lead and goad a vicious beast into devouring the cows of the Great Herd. Given the threat it represents, it is the responsibility of the [[Shepherd of the Great Herd]], &#039;&#039;&#039;Sand Viper Idra&#039;&#039;&#039;, to defeat the cultists and any vicious beasts in the surrounding area.&lt;br /&gt;
&lt;br /&gt;
===Corpse (Hahnmark)===&lt;br /&gt;
* &#039;&#039;&#039;Cultists have tied up a victim to draw in wild beasts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are reports of cultists in the vicinity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Senator for Hahnmark&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the cultists&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
In Valasmark, south-west [[Hahnmark]], is the Dunhall Copse, rumoured to be named after one of the Great Dun&#039;s progeny who turned aside from the rest of their kin and tried to make a home for themselves away from struggle and strife. They failed, and their name has been lost by the generations that have passed. The copse is all that remains of a vast forest that was once their home, and now it is haunted by the wails of the dying. Cultists of the Falconer have been spotted in the area, stringing up their prey and leaving them to bleed out in reverence to their strange, misguided faith.&lt;br /&gt;
&lt;br /&gt;
The [[Hahnmark|Senator for Hahnmark]], &#039;&#039;&#039;Runa Whiteoak&#039;&#039;&#039;, is responsible for freeing the victim, and dealing with any beasts or cultists that might be in the surrounding area.&lt;br /&gt;
&lt;br /&gt;
==Something Stirs (Coral Husks) (Conjunctions)==&lt;br /&gt;
* &#039;&#039;&#039;The coral husks from the Gullet have continued to be a problem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just before the Winter Solstice, there was a [[Rumblings in the Gullet|small earthquake]] centred on the Gullet but felt all around it. The tremors lasted for a few minutes as the ground shook, but there was little lasting damage and few thought anything of it at the time.&lt;br /&gt;
&lt;br /&gt;
Sadly it now seems that the earthquake was not completely benign. There were sightings of strange creatures in the gullet which have only grown worse with time.&lt;br /&gt;
&lt;br /&gt;
===Sense of Doubt (Kallavesa)===&lt;br /&gt;
* &#039;&#039;&#039;Coral husks have been attacking travellers along the Pilgrim&#039;s Trail&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Crow Keeper of the Rest&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the husks&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
There have been increased sightings of the strange coral husks in the marshes of Kallavesa, along [[Kallavesa#The_Pilgrim&#039;s_Trail|the Pilgrim&#039;s Trail]]. Having moved further east, into the Westmere, packs of them are spreading towards the Sovenann, sacred swamp of the Kallavesi and the rest of the Winterfolk. If the husks are not stopped, then they will continue to attack those walking the trail, potentially creating long-term issues for pilgrims who wish to walk the trail.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Swampcrows&#039;&#039;, who provide a [[Crow_Keeper_of_the_Rest#Gift_of_Infusions|gift]] of three doses of [[Goosewhisper Infusion]] each season to the [[Crow Keeper of the Rest]], have called on &#039;&#039;&#039;Cynerik&#039;&#039;&#039;, the incumbent Crow Keeper, to deal with these threats. Reports from the Swampcrows indicate that the husks are somewhat spread out, in two separate groups, and that it might be possible to engage and deal with one group before the other group realises what is happening.&lt;br /&gt;
&lt;br /&gt;
===Fascination===&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians are being threatened by coral husks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Suitable_For_Cadets|combat suitable for cadets]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Cadet Commander&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for rescuing the magicians and defeating the husks&#039;&#039;&#039;&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
&#039;&#039;Robin Hopper&#039;&#039;, a captain of the [[Strong Reeds]] has spent the last year in Bregasland. First, having to contend with the invasion of the Jotun, then the appearance of the strange coral husks, it has been a strange year. &#039;&#039;Robin&#039;&#039; reports that there are a small group of magicians that have been trapped by the coral husks and need rescuing. She has asked the cadets of the Academy to go through the Sentinel Gate and help the magicians, who were trying to uncover the secrets of these strange monsters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robin&#039;&#039; warns that the magicians are spread out, with the husks preventing a simple route to the imperilled Imperials. Whoever is elected as the Cadet Commander is responsible for rescuing the magicians and defeating the husks.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Power,_corruption,_and_lies&amp;diff=139390</id>
		<title>Power, corruption, and lies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Power,_corruption,_and_lies&amp;diff=139390"/>
		<updated>2026-05-28T13:13:23Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;But how would it &#039;&#039;work&#039;&#039;? It&#039;s a Summer college isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well yes, but its still a college of magic, it just happens to specialise in Summer magic. So in theory almost anyone could be a &amp;quot;patron&amp;quot; for it. Probably?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But how would it &#039;&#039;work&#039;&#039;?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look. The fat man is the Brother of Wizards - all wizards right? Not just Night wizards? And Prospero is the go-to eternal for favours - imagine the kind of favours he might call in to help the people at a college of magic whatever realm of magic they were working on. Wise Rangara is... I&#039;m less clear there. Very wise? Knows a lot about potions? Likes ice? Something?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait. Why Wise Rangara?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume that&#039;s who the Winter interest is from.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unless it&#039;s Agramant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shit. Yes. It&#039;s probably Agramant, isn&#039;t it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fucking Agramant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. Fucking Agramant&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Stars Above==&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of [[the Great Wyrm]], [[the Drowned Shepherd]], and [[the Claw]] has unexpected effects on certain forms of magic.&#039;&#039;&#039;&lt;br /&gt;
The [[astronomancy|astronomancers]] of [[Urizen]] are the [[Something_must_break#Overview|first to notice]] the conjunction of [[the Wanderer]] with [[the Great Wyrm]], [[the Claw]], and [[the Drowned Shepherd]]. This alignment resonates with transformation, ending, and battle. The Great Wyrm subverts the more negative elements of the Drowned Shepherd and the Claw, but the effects are still unpredictable. The conjunction of stars is only the first sign of a shift in the winds of magic; soon [[Runes|runecasters]] across the Empire are reporting that [[Yoorn]] and [[Xun]] are appearing far too often in their castings, while [[dramaturgy|dramaturgists]] find themselves re-shaping previously familiar  scenes to include [[the Tomb]] and [[the Blade]] (which causes some very peculiar performances especially the comedies and the romances). Some suggest this influence reflects events happening in the wider Empire - the changes in [[Sarvos]] , where an ending wrought from destruction is being transformed into an opportunity to transform into something new. Others whisper that it is the end of the reign of [[Empress Lisabetta|the Imperatrix]] and the [[Imperial Magus]] that is reflected in the heavens.&lt;br /&gt;
&lt;br /&gt;
The conjunction apparently has particular meaning to the Urizen, but it is felt across the Empire.&lt;br /&gt;
===Violent Destruction===&lt;br /&gt;
* &#039;&#039;&#039;The ritual enchantments&lt;br /&gt;
While the Great Wyrm subverts some of the destructive elements of the Claw and the Drowned Shepherd, their power still resonates through the Winds of Magic. During the coming summit, some [[enchantment]] rituals that grant destructive abilities will draw additional power from the conjunction. If these rituals are performed during the Autumn Equinox, the effects will be heightened. The following rituals will be modified if cast during the Summit; the additional effects will last until the ritual expires naturally.&lt;br /&gt;
* [[Ravenous Tongue of Entropy]]: The character under this enchantment may cast one of the three spells it grants - [[shatter]], [[weakness]], or [[paralysis]] once each day without needing to spend any personal mana. They may choose a different spell each day. The [[roleplaying effect]] is significantly stronger however; it requires a serious effort of will not to lash out with your magic at anyone who crosses you, questions you, or obstructs you&lt;br /&gt;
* [[Devastating Scythe of Anguish and Loss]]: The character under the enchantment can use the ability granted - to call [[Calls#IMPALE|impale]] while wielding a staff as if it were a 2 point spell - once each day without needing to spend any mana.&lt;br /&gt;
* [[Howling Despite of the Yawning Maw]] and [[Fetid Breath of Teeming Plague]]: &#039;&#039;Anyone&#039;&#039; with at least one rank in the appropriate lore can take advantage of the ability to substitute [[Materials#Beggar#s Lye|Beggar&#039;s Lye]] for crystal mana when performing this ritual.&lt;br /&gt;
* [[Crumbling Flesh and Withering Limbs]]: The character under this enchantment can use the ability granted - to call cleave with a rod - one additional time each day (for a total of three uses each day).&lt;br /&gt;
* [[Unending Cascade of Blood&#039;s Fire]]: The character under this enchantment may use one of their daily calls of venom to call weakness instead.  &lt;br /&gt;
* [[Touch of Vile Humours]]: The character under the enchantment can cast venom a second time each day.&lt;br /&gt;
&lt;br /&gt;
==Conclave==&lt;br /&gt;
===New Order===&lt;br /&gt;
* &#039;&#039;&#039;The Conclave has requested a change to the running order.&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, the Imperial Conclave passed a [[declaration]] of [[concord]] stating &amp;quot;This Conclave requests the running order of Conclave be amended to consider declarations, then candidacy then addresses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After due consideration the civil service agrees that this might help with some of the perceived problems with Conclave sessions. As such, during the Autumn Equinox, they will be adopting the Conclave&#039;s suggestion.&lt;br /&gt;
&lt;br /&gt;
All this means is that the running order for Conclave during the event will be changed. Declarations first, then candidacy, then addresses. If this change is considered good for the organisation of Conclave, it may become permanent.&lt;br /&gt;
==Mortal Magic==&lt;br /&gt;
===A Shadow Over Anvil===&lt;br /&gt;
* &#039;&#039;&#039;For the past three months a curse has hung over Bastion and Casinea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effects of the curse continue to be felt at Anvil&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, someone unleashed a terrible curse of [[Winter magic]] on the [[Highguard|Highborn]] [[territory|territories]] of [[Bastion]] and [[Casinea]]. The [[Icy Maw Devours the Spark of Essence]] weakens magic and impedes the formation of crystal mana in both territories. It also causes the territories affected to be scoured with unpleasant weather, and magicians in the area begin to feel increasingly uncomfortable. In some cases they become depressed and lethargic, in others short tempered and aggressive. All mana sites in the territory provide only half as many mana crystals as they would otherwise produce in the coming season. The ritual may also damage weak regio, as well as encouraging some magical beasts to either become lethargic or dangerously aggressive.&lt;br /&gt;
&lt;br /&gt;
Normally, the magic of the curse would largely have faded by the time the Autumn Equinox dawns - but thanks in part to the [[#The Stars Above|conjunction]] of baleful and transformative stars it appears part of its power lingers still. This has two effects on people visiting Anvil this season, both of which will fade by sunrise on the Saturday of the event.&lt;br /&gt;
&lt;br /&gt;
Firstly, everyone with the magician skills experiences a roleplaying effect: you feel out of sorts and uncomfortable. You may become irritable, short tempered, aggressive, withdrawn, or lethargic. You may also change between these states without warning. The roleplaying effect persists until shortly before sunrise on Saturday morning.&lt;br /&gt;
&lt;br /&gt;
Secondly, the residual energies of Icy Maw devour the magic of rituals that attempt to create magical chambers. This includes [[Chamber of Delights]], [[Chamber of Pallas]], [[Solace of Chimes]] and any similar ritual that infuses an area with magical power. These rituals may be attempted, but after about a minute or so all the energy committed to them will be drained away. Crystal mana is not expended, but any other resources used (such as potions or once-per-day abilities) are still used up. Rituals cast with ilium to make them permanent, or those already created using ilium, are not affected by the lingering power of the curse. It also has no effect on [[consecration|consecrations]] created using [[liao]]. The effect will fade shortly before sunrise on Saturday morning.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunction&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ishal, Skymark, Kallavesa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;TBC&#039;&#039;&#039; people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left&amp;quot;&amp;gt;&#039;&#039;&#039;Accessibility:&#039;&#039;&#039; Combat unlikely or contained; some walking will be involved; lighting may be poor; smoke may be used&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Raven&#039;s Dream and the Mystics of Ishal===&lt;br /&gt;
* &#039;&#039;&#039;The mystics of Ishal invite the Kallavesi mystics to come to the marshes to partake of the Raven&#039;s Dream with them&#039;&#039;&#039;&lt;br /&gt;
The [[Broken_arrow#Wisdom_of_the_Kallavesi|Aviary of Ishal]] has been completed, and now the [[mystic|mystics]] of Ishal reach out to the [[Kallavesi]] of the nation, inviting them to join them for the &#039;&#039;Raven&#039;s Dream&#039;&#039; - their name for the traditional Kallavesi practice of partaking of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] together during the Solstices and Equinoxes. The [[Wintermark_Egregore|egregore]] has confirmed that there will be a [[Sentinel Gate#conjunction|conjunction]] of the [[Sentinel Gate]] large enough to allow all the Kallavesi mystics to pass through on Friday night at quarter-past nine that will open in the marshes near Ishal. Everyone who is attending should remember to bring their Goosewhisper Infusion with them, of course.&lt;br /&gt;
&lt;br /&gt;
The mystics of Ishal hope to meet the newly appointed Raven Seer in person at the same time, and will hand over the &#039;&#039;Parliament of Owls&#039;&#039; [[ritual text]] to them before the ceremony proper begins.&lt;br /&gt;
&lt;br /&gt;
===Lights in the Sky===&lt;br /&gt;
* &#039;&#039;&#039;Glowing lights in the sky celebrate the victory in Tamarbode&#039;&#039;&#039;&lt;br /&gt;
A week after the Summer Solstice, shortly after sunset, miraculous lights appear in the night sky above [[Reikos]]. People stream out of their chapterhouses - many of them interrupting their evening meal - to gaze up at the sky wondering what new threat is about to be revealed. The fantastical display is not a threat, however, but a glowing paean to the League armies who last season [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|destroyed the Garden of Llofir]] and liberated [[Reikos#Tamarbode|Tamarbode]]. In addition to the armies themselves, and their generals, the lights also celebrate the courage of the independent captains who fought alongside them.&lt;br /&gt;
&lt;br /&gt;
The light show lasts perhaps an hour, and then fades away with a final triumphant blaze of light. Many of the Highborn appreciate the display, acknowledging the power of whichever coven has caused it to occur, and agreeing that it is more than appropriate that those who have done such a grand service for the people of Reikos be recognised in such a Proud - albeit slightly gaudy - fashion.&lt;br /&gt;
&lt;br /&gt;
The same thing happens the next night. And the next. In fact it happens every night for the next three months. By the third week, almost nobody goes outside to look at it. There is some comment that it has become a little overdone - all that was needed was one night of commemoration. Nearly a hundred nights of it... feels a little much. &amp;quot;We are Highborn,&amp;quot; says one champion of a Reikos chapter. &amp;quot;We understood the message on the first night.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On the other hand, it proves extremely popular with many children (who in some cases insist on watching the entire show every night) and with many of the [[Dawn|Dawnish]] [[troubadour|troubadours]] who badger their hosts for more information about the events depicted - and in several cases pen songs and stories about the League heroes who defeated the monstrous King of Fungus.&lt;br /&gt;
&lt;br /&gt;
===Dreams of the Ancestors===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs experience visionary dreams&#039;&#039;&#039;&lt;br /&gt;
Throughout the last three months, every Imperial Orc has experienced dreams celebrating the history of the Imperial Orcs, and the items of [[worth]] they have forged. From the earliest days when the orcs could not write, to the formation of the armies, the recognition of their greater purpose, and the place they have taken alongside the other nine nations of the Empire. These dreams are not intrusive - indeed every orc who experiences them awakens refreshed, and often with a sense both of pride in the accomplishments of the past, and ambition for the things they will accomplish in the future.&lt;br /&gt;
&lt;br /&gt;
It is especially helpful to the newest members of the nations - both the gladiators of Mareave and the slaves of Dubhtraig. It gives them a personal sense of things other Imperial Orcs take for granted - helping them to integrate into Imperial Orc society more easily, and encouraging those born to the Imperial Orcs to welcome them and help them understand what it means to be one of them.&lt;br /&gt;
&lt;br /&gt;
The dreams fade shortly before the Autumn Equinox, but many of the Imperial Orcs will remember them for some time to come.&lt;br /&gt;
{{CaptionedImage|file=Zephania&#039;sLament.jpg|align=right|caption=Zephaniah&#039;s Lament|width=125}}&lt;br /&gt;
&lt;br /&gt;
===The Curse Zephaniah&#039;s Lament===&lt;br /&gt;
* &#039;&#039;&#039;The curse that settled over the chapter of Zephaniah&#039;s Lament [[Sun_green#A_Curse_on_Your_House|last season]] has been removed.&#039;&#039;&#039;&lt;br /&gt;
By now, the story of how Zephaniah&#039;s Lament [[curse|cursed]] [[Sarvos]] and [[Holberg]] - destroying mirrors and withering Holmauer Park - has spread across most of the Empire. There has been a great deal of speculation about what happened and why the Highborn chapter was involved. Apparently, they were acting as agents of [[Skathe]], the Hag Queen - now placed under [[declaration]] of [[Amity and enmity#Enmity|enmity]] by the [[Conclave]] at the urging of Solas of the Spire of the Waxing Sun. Some say they were part of a secret cult dedicated to the [[The_Thrice-cursed_Court|Thrice-cursed Court]]. Others that they were tricked into unleashing the curses, or that they had some [[The_Way#The_Paths_of_Virtue|virtuous]] motivation for doing so. Certainly the Conclave believed they were guilty of something - two of their number - Jaylus and Levi - have been [[383YE_Summer_Solstice_Conclave_sessions#Sorcery_.E2.80.93_Jaylus_and_Levi_of_Zephaniah.27s_Lament|declared sorcerers]]. There is talk that the [[magistrates]] have levied a massive fine on them, commensurate with the damage they have done to the two cities.&lt;br /&gt;
&lt;br /&gt;
Perhaps a little surprisingly, not everyone condemns the Highborn of Zephaniah&#039;s Lament (although the Highborn Assembly has certainly described what they did as &#039;&#039;[[383YE_Summer_Solstice_Synod_judgements#Judgement_116|a tragedy]]&#039;&#039;). A number of [[Dawn|Dawnish]] troubadours make a point of visiting the chapterhouse during their [[Love and rockets|trip to Highguard]] with an eye toward recording their deeds in song - after all more than one Dawnish house knows that a deed can still be [[glory|glorious]] even if it is terrible. Likewise some [[Wintermark|Winterfolk]] are keen to learn more - [[heroism]] comes in many forms and while they may have damaged mirrors and killed a pleasure garden they certainly don&#039;t seem to have killed any &#039;&#039;people&#039;&#039;. Finally, a couple of [[Varushka|Varushkans]] point to the recent Synod mandate saying that dealing with dark forces is not automatically unvirtuous, and ponder about the nature of their deal with Skathe.&lt;br /&gt;
&lt;br /&gt;
These are the same people, many remember, who [[The_risk-all_point#The_Border_Incident|challenged the Iron Confederacy]] to help a pilgrim of the Way and their friends escape to safety. If they cursed the League, the reasoning goes, then presumably they had good reason to do so. Or more likely - claim their detractors - they have been trying to cause problems on behalf of their sinister mistress all along.&lt;br /&gt;
&lt;br /&gt;
Regardless, and perhaps ironically, shortly after the Summer Solstice, the [[Sun_green#A_Curse_on_Your_House|curse that lay over the chapterhouse of Zephaniah&#039;s Lament and its grounds]] dissipates entirely. And not only the curse that had most recently appeared - it seems that whatever malaise has lain over the chapter for many years has also been broken. when the chapterfolk of the Lament are seen, for the first time in years they appear cheerful, happy, and as if a great weight has been lifted from them.&lt;br /&gt;
&lt;br /&gt;
===Castles of Mist and Frost===&lt;br /&gt;
* &#039;&#039;&#039;Magical fortifications have been raised in Hahnmark, Kahraman, Bregasland, and Kallavesa&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, Imperial magicians raised a total of seven magical castles in the Empire. Four of them were called from the domain of [[Cathan Canae|The Breath of Winter]]. Three castles of ice and granite were raised up in the hills of [[Hahnmark]] - in [[Hahnmark#Northspires|Northspires]], in [[Hahnmark#Valasmark|Valasmark]], and in [[Hahnmark#Kalpamark|Kalpamark]]. It seems the &#039;&#039;Voices of the Unbound Storm&#039;&#039; were taking no chances, and ensuring that should the Jotun come south they would find Hahnmark considerably more difficult to conquer than Sermersuaq. A fourth castle of white stone and black ice was raised  over [[Kahraman#Serra Briante|Serra Briante]] in [[Kahraman]] by &#039;&#039;Summer Dawning Relentless&#039;&#039; and would have caused serious problems for the Jotun had they not retreated from the hills above Damata.&lt;br /&gt;
&lt;br /&gt;
At the same time, the &#039;&#039;Sussivari Frost Coven&#039;&#039; raised two castles of fog and water over [[Bregasland#North Fens|North Fens]] and [[Kallavesa#West Marsh|West Marsh]]. The castle in Bregasland significantly impeded the [[383YE_Autumn_Equinox_winds_of_war#Water|Jotun advance]] into the Marcher territory.&lt;br /&gt;
&lt;br /&gt;
===A Tally of Shrouds===&lt;br /&gt;
* &#039;&#039;&#039;The stars are missing in [[the Barrens]], [[Spiral]], [[Zenith]], [[Holberg]], and [[Semmerholm]]; naga in these territories experience a powerful roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The [[Drawing the Penumbral Veil|penumbral veil]] has been drawn over Otkodov&#039;&#039;&#039; &lt;br /&gt;
The night skies over [[Zenith]], [[the Barrens]], [[Ossium]], [[Semmerholm]], and [[Spiral]] are inky black, just as they were [[Sun green|last season]]. More traditional shrouds - the [[Drawing the Penumbral Veil|Penumbral Veil]] - are reported by Imperial merchants to still hang over [[Otkodov#Urdur|Urdur]] in [[Otkodov]], and there are further reports are that the same veil lies over [[Otkodov#Nithoggir|Nithoggir]], [[Otkodov#Sk.C3.BCld|Sküld]], and [[Verthandi]].&lt;br /&gt;
&lt;br /&gt;
Divination rituals such as [[Eyes of the Sun and Moon]], [[Eye of the High Places]], and [[Dreams in the Witch House]] performed on any of these territories are impeded. The strength of theses shrouds are not specifically known but from past experience are &#039;&#039;assumed&#039;&#039; to be around the fiftieth magnitude.&lt;br /&gt;
&lt;br /&gt;
The stars have returned over [[Holberg]] - whatever darkness occluded them has now faded. Some credulous sorts suggest that this is the influence of Juha, the Cave Spider, removing the darkness that shrouded the sky above the home of his beloved wife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Naga Influence&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Any naga who have spent significant time in the Barrens, Spiral, Zenith, Holberg, Ossium or Semmerholm experiences the following roleplaying effect; &#039;&#039;your [[Naga#Naga#Roleplaying_naga|natural urge]] toward subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but while experiencing this potent roleplaying effect you may need to make a significant effort of will to answer direct questions or be honest about your intentions.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The roleplaying effect is significantly lessened at Anvil - indeed the longer one stays out of a territory where it applies the less pressing the urge to secrecy and subtlety becomes - but a naga with a strong lineage who has spent time in one of the shrouded territories will still experience the roleplaying effect at least until Saturday morning.&lt;br /&gt;
&lt;br /&gt;
===The Mystic===&lt;br /&gt;
At the Summer Solstice, members of the Wintermark nation confronted the naga Shaman, the controversial Kallavesi mystic who sets challenges for those who consult with him. These tests are often difficult and sometimes dangerous - but what offended some was the punishment the mystic would extract from those who did not try to complete his quests.&lt;br /&gt;
&lt;br /&gt;
Learned scops and other prominent Wintermark figures pointed out that such punishments are not based on any Wintermark traditions. Shaman argued passionately that heroism is the central tenet of all Wintermark tradition. Those who support him say that his tests help people to better understand their skein, that the dangers they experience and the challenges they overcome have helped them to become heroes.&lt;br /&gt;
&lt;br /&gt;
In the end those gathered punished the mystic, by forcing him to take bag of curse coins. In Wintermark coins blackened with soot are used to curse someone.  Once the coin has been accepted, the curse cannot be removed by cleaning the soot off - the coin must be given to another to move the curse to them or else washed clean in the blood of an enemy, otherwise the curse remains.&lt;br /&gt;
&lt;br /&gt;
The Shaman accepted the coins, and vowed that he would prove his skein was part of Wintermark&#039;s by finding enough members of the Mark to each accept a coin, otherwise he would go into exile. Although he remains a divisive figure in the nation - he has many supporters and the coins were soon gone.&lt;br /&gt;
&lt;br /&gt;
Gone... but not forgotten. When a curse coins is passed to another, the curse may go with it. Those who supported Kestun have tested their courage and demonstrated their loyalty to the mystic, proving his right to a place in the Mark. In doing so they have taken the burden and the curse from him - now tradition demands they must bear it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Participation&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you accepted a curse coin from Shaman at the Summer Solstice, you can choose for your character to be cursed. The details of the curse are below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role-playing Effect:&#039;&#039;&#039; Your character is CURSED. &lt;br /&gt;
While this curse is in effect, you find yourself reminded of the challenges that face your nation and the need for heroes to face them. You have an enduring sense that your skein is pulling you to face these conflicts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Effect:&#039;&#039;&#039; While affected by this CURSE, you are unable to recover hits after two hours of normal rest and relaxation. You need a spell, potion, the assistance of a physick or similar to regain lost hits.&lt;br /&gt;
&lt;br /&gt;
This curse ends if you wash your coin in the blood of an enemy, or if you perform an act of heroism that is acknowledged by at least one scop. If another character accepts your curse coin from you - then the curse passes to them. Give them the coin and ask them to see a referee.&lt;br /&gt;
&lt;br /&gt;
==Eternal Magic==&lt;br /&gt;
===The Ice Giants===&lt;br /&gt;
* &#039;&#039;&#039;Cathan Canae sent frost giants to help protect Kallavesa and Hahnmark&#039;&#039;&#039;&lt;br /&gt;
Three days after the Summer Solstice, five score massive creatures of the Summer realm appeared in [[Kallavesa]], and a day later a further five score in [[Hahnmark]]. Each one is twice the height of a mortal warrior, with blue skin and snow-white hair, clad in mail of unmelting ice, and wielding great swords, axes, spears, and shields of silver with a sheen of frost. Accompanying each band is a herald of the &#039;&#039;Lady of the Frost&#039;&#039; who announces that they are here to help protect the land of Wintermark, and would remain until the last day of the Summer Solstice next year (384YE) or until Wintermark abandons the pursuit of [[heroism]], whichever comes first.&lt;br /&gt;
&lt;br /&gt;
The giants are powerful combatants, but they are also talkative, competitive, and prone to feasting and drinking. They seem to very much enjoy engaging in contests with Winterfolk who seek them out, and on occasions where their prowess is displayed their great strength and immense stamina seems easily a match for any ten veteran warriors. They cheerfully explain that their mistress has sent them to Wintermark in honour of &#039;&#039;&#039;Osric of Sigehold Hall&#039;&#039;&#039;, &#039;&#039;&#039;Odelia Nelda&#039;&#039;&#039;, and &#039;&#039;&#039;Jag of the Embers of Ashenhall&#039;&#039;&#039; who impressed her with their cleverness, courage, and insight. They are charged with protecting the Beacons of Wintermark, and they will spill out their life&#039;s blood before they will allow them to fall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Each of the two bands of giants is the equivalent of 1,000 force assigned to the Beacons of [[Kallavesa#The_Beacons_of_Wintermark|Kallavesa]] and [[Hahnmark#The_Beacons_of_Wintermark|Hahnmark]].&lt;br /&gt;
&lt;br /&gt;
===Challenge of the College===&lt;br /&gt;
* &#039;&#039;&#039;The Archmage of Summer has [[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Announcing_a_tournament_for_patronage_of_the_Summer_college|announced a new challenge]] for the patronage of the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With the challenge issued, the [[college of magic]] has no special patron.&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, Brother Luke of the Shattered Tower - the Archmage of Summer - [[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Announcing_a_tournament_for_patronage_of_the_Summer_college|announced that a new tourney would be held]] to determine who will serve as patron for the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]. Eleonaris has withdrawn her patronage as a result of the [[declaration]] - which is not unexpected - although it is not clear at this time whether she intends to present champions for the tourney to try and reclaim her position.&lt;br /&gt;
&lt;br /&gt;
Barien intends to send one of his favoured courtiers - Revel who comes in robes the colour of skies and snows - who has become familiar with Anvil over the last several months. The Keeper of the Crossroads makes it clear that all decisions relating to the tournament should, of course, fall upon the citizens of the Empire, and ultimately the Archmage of Summer, but emphasises the centuries of experience the Host of Hosts has had dealing with competition between the rulers of Summer, and gently recommends that Revel should be called upon to hear the plans and ensure they are clearly and fairly disseminated across the realm. While details of the challenge are yet to be determined, the [[Queens_and_kings#A_Tourney_of_Sun_and_Ice|previous challenge]] involved a grand martial combat. &lt;br /&gt;
&lt;br /&gt;
However, information percolating from the Summer realm via heralds is that the eternals favour a contest of &#039;&#039;magicians&#039;&#039; rather than &#039;&#039;warriors&#039;&#039; - this is a [[college of magic]] after all not a college of war. Still, that does not mean it should necessarily be any less martial only that it be fought with mage armour and staff rather than plate and sword. They look to [[Barien]] to help the Archmage organise the challenge, and lay out the requirements, with the intention that the tourney take place during the Summer Solstice 384YE - giving them time to gather and equip their chosen champions.&lt;br /&gt;
&lt;br /&gt;
Revel would also be glad to hear from winners of the recent challenge set to the Jotun, and the Knight Protectors of Dawn as well as the Archmage and current head of the College. The message concludes confirming that Revel will head to Anvil at two o&#039;clock on Sunday of the Equinox and expects the Archmage to have organised discussions.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Potential Patrons&amp;lt;/p&amp;gt;&lt;br /&gt;
So far, three Summer [[eternal|eternals]] have let it be known that they intend to seek champions for the coming tourney. [[Cathan Canae]] and [[Meraud]] alike have an interest in the college - and an interest in ensuring their champions prove their prowess by beating the champions of the other eternal. Meraud has let it be known that anyone with interest in representing him in the coming challenge may make their intention known using the [[From the Mouths of Babes|ritual he provided]] to allow Imperial magicians to speak to him. Cathan Canae has not indicated how she will choose her champions, but her herald has intimated that she will be looking for champions who have proved their prowess on the battlefield against the Jotun (regardless, apparently, of whether the challenge has a martial quality).&lt;br /&gt;
&lt;br /&gt;
[[Adamant]] has also announced that he intends his &#039;&#039;koboldi&#039;&#039; to begin seeking for suitable champions as soon as he knows what the details of the challenge will be. He apparently has a great deal of interest in helping the Empire to create rituals that will help them shape their world and defend themselves - especially to build and reinforce things made of stone. The &#039;&#039;koboldi&#039;&#039; intimate that the [[383YE_Summer_Solstice_Synod_judgements#Judgement_29|statement of principle]] proposed by Mordred during the Summer Solstice has mollified his injured feelings, and it is likely he will be seeking champions from among the people of both Dawn and Urizen.&lt;br /&gt;
&lt;br /&gt;
Finally, there is something of a surprise candidate. The [[Sadogua|Brother of Wizards]] has also thrown &#039;&#039;his&#039;&#039; hat into the ring. He intends to present champions of his own for this tourney, whatever it is going to be, and asks that anyone interested in representing him use the [[Missive for Sadogua]] to let him know of their intentions and why they would make good candidates - and ideally how they intend to defeat whatever champions it is Meraud may choose. There is some confusion about Sadogua&#039;s intentions but the herald who delivers the news breezily reminds the Empire that the Brother-of-Wizards is a friend and supporter of &#039;&#039;all&#039;&#039; wizards not merely masters of Night lore - and is as capable of providing magical cider brewed from [[Vis#Golden_Apples|Summer apples]] as he is providing elixirs that empower [[Night magic]]. &lt;br /&gt;
&lt;br /&gt;
Sadogua&#039;s interest has apparently sparked other interest as well - nothing concrete has been said but heralds of the Autumn and Winter realms have also been asking questions about the nature of the challenge, and what being patron would entail. It seems that this second Tourney of Sun and Ice may have a significantly more diverse set of contestants than the first one did.&lt;br /&gt;
&lt;br /&gt;
===Eleonaris===&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris has prevented the other rulers of Summer from using her ritual [[Knights of Glory]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Boons that allow magicians to summon their troops with the ritual will no longer function.&#039;&#039;&#039;&lt;br /&gt;
Last summit &#039;&#039;&#039;Nezha&#039;&#039;&#039;, herald of [[Eleonaris]], addressed the assembled the magicians of the Empire just before the [[Conclave]] met on the first night of the summit. The &#039;&#039;Herald of the Lady of Pennants&#039;&#039; delivered a proclamation to the members of the Conclave, laying down her concerns and ultimately ending with a promise that further castings of the ritual [[Knights of Glory]] by the Empire may incur serious consequences.&lt;br /&gt;
&lt;br /&gt;
Two months ago Nezha returned once again to the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]]. There he spoke to the civil servants attached to the Conclave to inform them that his queen, &#039;&#039;the Lion of Summer&#039;&#039;, has taken steps to prevent any [[eternal]] of the Summer realm from offering boons to imperial magicians in order for them to summon forth their own troops using &#039;&#039;her&#039;&#039; ritual. The ritual was crafted with her power, and it has only been through her grace that other eternals have been able to use its magic to bring their servants from the Summer realm to the mortal realm. That grace is now withdrawn, as is her right. The ritual will now only bring forth knights from the Fields of Glory. Let other eternals create their own magical rituals if they wish to aid the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Threadweaver.jpg|caption=Threadweaver is some sort of card game played for favours.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Prospero===&lt;br /&gt;
* &#039;&#039;&#039;A herald of Prospero will be in the Hall of Worlds at 19:00 on Saturday to escort people to a chamber&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An agent of Estavus will visit the Artisans Guild on Saturday to deliver their invitation&#039;&#039;&#039;&lt;br /&gt;
The [[Prospero|Sovereign Lord of the City of Bridges]] is hosting a game of &#039;&#039;[[The_illusion_of_majesty#Unseen_Hand|Threadweaver]]&#039;&#039; at the upcoming Autumn Equinox. Invitations have been scattered across the Autumn realm, and some have made their way to Imperials. &lt;br /&gt;
&lt;br /&gt;
Three invitations are to be delivered over the coming summit; one, from the [[Estavus|Prince of Shikal]], is going to the Artisans Guild for the guildmaster to do with as they see fit. One will be going to the [[Archmage]] of Autumn, Edmundo of Damakan&#039;s Forge. The last, from the Golden Prince himself, is going to the [[Grandmaster]] of the [[Celestial Arch]], Laelius of the Waxing Sun.&lt;br /&gt;
&lt;br /&gt;
As of yet the unaccounted-for invitations have apparently been sent to the [[Lictors|Chainbound]], the [[Basileus Flint|Prince of the Black Vaults]], and the [[Callidus|Prince of the Argent Tontine]]. &lt;br /&gt;
&lt;br /&gt;
In the interest of openness and a good game, the Reckoner of Ebony and Bone wishes to inform the attendees that the game will run for four rounds, with a short break between the second and third rounds. Each participant should bring six &#039;&#039;favours&#039;&#039; with them, a mix of minor (such as five thrones, or a [[Scorpion%27s_Sting|dagger]]), and at least one major (such as twenty thrones, the raising of a [[Senate motion|motion]] in the [[Senate]], or use of an Archmage&#039;s power of [[Archmage#Plenipotentiary|plenipotentiary]]). The Weaver notes that a herald of the &#039;&#039;Brass Magistrates&#039;&#039; will be present, and as such the favours offered will be considered binding.&lt;br /&gt;
&lt;br /&gt;
===Callidus===&lt;br /&gt;
* &#039;&#039;&#039;The Sovereign Lord of the City of Chains offers three opportunities to the Empire.&#039;&#039;&#039;&lt;br /&gt;
Many of those who attended the Autumn Market last year took part in one of Callidus&#039; two Tontines. This Equinox, the Prince of the Argent Tontine grants audience to those who have been playing his game – audience and opportunity. And like the three points of the Fleur de Lys, the Sovereign Lord offers three opportunities this season all on the first evening of the summit.&lt;br /&gt;
&lt;br /&gt;
To the entrants in the High Tontine - those who bought their places at a Throne each - he issues an invitation to visit, and discuss whether they think it is more prosperous to call in the Tontine now or to play on. They will be informed of the time of the meeting by private notice.&lt;br /&gt;
&lt;br /&gt;
To those who have bought or acquired tokens of the Low Tontine - the book and fleur de lys symbols – he indicates that they must present their collection to the Secretaries of the Counting House, who will set up stall by the Imperial regio at eight o&#039;clock on the first evening of the Conclave. They will then receive a token allowing them entry to the Sovereign Lord&#039;s chamber at ten o&#039;clock, where they can receive their Tontine prizes. They will also be able to decide whether to stay and enter a further game of risk with even richer rewards. &lt;br /&gt;
&lt;br /&gt;
To those of the Brass Coast who will know who they are (apparently), the time has come to honour their bargain and honour the memory of the Sovereign Lord of the City of Chains&#039; friendship with the great Badir i Durr i Riqueza. Their invitation is also to attend the chamber at ten o&#039;clock on the first evening via the Hall of Worlds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accessibility Note:&#039;&#039;&#039; These are encounter tent experiences with good seating, wheelchair accessibility, combat no more likely to break out than in Anvil and good levels of lighting. Some elements will require manual dexterity but assistance will be available.&lt;br /&gt;
&lt;br /&gt;
===Sorin===&lt;br /&gt;
* &#039;&#039;&#039;Sorin offers the trials of the Pallid Charm once more.&#039;&#039;&#039;&lt;br /&gt;
A notice has been received at the Castle of Thorns, delivered by the red headed draughir, &#039;&#039;Ania of Necropolis&#039;&#039;, known agent of Sorin in the Empire. Acting swiftly upon the fact that the Tomb King was granted [[Amity and enmity#Amity|amity]] at the Summer Solstice on the urging of Syn Truth-Walker Returned, Archmage of Winter, the bone masked Herald known as Exquy is opening &amp;quot;the new trials of the Pallid Charm&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The instructions, though simple, are different than before.&lt;br /&gt;
&lt;br /&gt;
A box will be placed in the Hall of Worlds for all of the first evening of the Autumn Equinox. Unlike previous times, however, only certain people may access it. It will be under a binding, which requires a magician with at least one rank of Winter lore to cast the [[Operate portal]] incantation to bypass. Only those familiar with [[Winter magic]] will be able to put anything in the box. To register as a candidate for the Trials of the Pallid Charm, they must put into the box one crystal mana securely attached to a piece of paper that bears the following information:&lt;br /&gt;
&lt;br /&gt;
* Their name &lt;br /&gt;
* The name of their chosen partner for this trial, who may not be a magician versed in Winter lore, and should be one who understands what it is to learn through suffering&lt;br /&gt;
* At least one place where they can often be found, or where messages can be left for them during the rest of the Autumn Equinox. Yaroslav and Amaruq will visit entrants to speak about the trials starting on Saturday morning and if they cannot find the petitioner, they will lose their place.&lt;br /&gt;
&lt;br /&gt;
Before she leaves Ania explains that though the format of the trial has changed - both here at the beginning, and later in how the Trial will play out - what the Hungry Wolf offers has not. There will be an opportunity to test your own edges, to find out what you are prepared to sacrifice and what you are prepared to suffer. And for one, eventually there will be a great boon.&lt;br /&gt;
&lt;br /&gt;
Ania adds that the [[Surgical skills#Physicks|physicks]] have not been forgotten. &#039;&#039;Desiccation&#039;&#039; is preparing a new opportunity for them at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accessibility Notes:&#039;&#039;&#039; There should be no accessibility barriers to participation in this stage of the Trials as the human agents of Sorin will be visiting you in a place of your choosing and will be available at many different times over the weekend. Future stages do not involve combat, will be physically accessible and we can make changes to the Sorin Herald masks if participants who need to lip-read progress in the Trials and will be encountering Heralds. We&#039;ll provide information on levels of tension at each stage so those with anxiety or similar considerations can make a judgement on their involvement.&lt;br /&gt;
&lt;br /&gt;
===Lashonar===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Lashonar will be visiting Anvil looking for candidates for … something... to take place at the Winter Solstice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Lashonar]], always a fan of wordplay, has announced that they wish to embark upon a great game - a game with many players. The rules are... uncertain - they seem to change each time they are recounted. Indeed, every herald that appears to eagerly share this amazing opportunity seems to have a different opinion on what it is. &lt;br /&gt;
&lt;br /&gt;
A single constant is that Lashonar seeks those with &#039;&#039;passion&#039;&#039; - those willing and able to converse energetically, at length and with the vigour of true belief (or perhaps the &#039;&#039;appearance&#039;&#039; of true belief) - but possessing the capacity to be transformed by the passions of others. &lt;br /&gt;
&lt;br /&gt;
The zealous, the pig-headed and the belligerent need not apply - heralds quickly turn away to converse with local fauna when their effervescent pitch is met with orthodoxy of thought and rigid convictions.&lt;br /&gt;
&lt;br /&gt;
A flock of Lashonar heralds will be taking to Anvil to spread word of this game over the Autumn Equinox. They will be collecting names of those willing to venture into a space especially created by Lashonar during the Winter Solstice next year to engage in... whatever it is that is going on.&lt;br /&gt;
&lt;br /&gt;
Lashonar places one restriction on this opportunity, game, or whatever it is. For this particular... experience? … the Chatterer will not accept players (or participants perhaps?) who have Imperial titles. In the opinion of the Conscience-of-Kings, they have already demonstrated their ability to converse, convince others, and express their beliefs (true or otherwise).&lt;br /&gt;
&lt;br /&gt;
===Sung&#039;s Riddles===&lt;br /&gt;
* &#039;&#039;&#039;Sung wishes Maya of the Brass Coast to send her a message&#039;&#039;&#039;&lt;br /&gt;
The eternal Sung has a great deal of interest in riddles. Shortly before the Autumn Equinox she sends a herald to the Empire with a message for &amp;quot;Maya of the Brass Coast&amp;quot;. The message is straightforward enough. She knows that Maya is a master of riddles and clever wordplay. She places a challenge before the Freeborn magician. The changeling must compose three clever riddles and use the ritual [[Clear Counsel of the Everflowing River]] to send them to the eternal along with the answers. &lt;br /&gt;
&lt;br /&gt;
Sung will not seek to answer them herself - but during the Winter solstice, she will choose three Imperial citizens who are considered clever and wise by the Conclave. Together, her herald and Maya will put one riddle to each of these three people. For each riddle, a prize will be offered. if the challenger answers the riddle, they will receive the boon. If the challenger cannot answer the riddle, then Maya will receive the boon.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reikos_Spoils_of_War&amp;diff=139389</id>
		<title>Reikos Spoils of War</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reikos_Spoils_of_War&amp;diff=139389"/>
		<updated>2026-05-28T13:12:49Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=ReikosGarden.jpg|title=The Gardens of Reikos|align=left|width=400}}&lt;br /&gt;
[[Category:Military Council]] [[Category:Highguard]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Following the liberation of [[Reikos]] by Imperial troops in Winter 379YE, these resources have been presented to the [[Military Council|Military council]] for assignment as [[spoils of war]] during the Winter Solstice, 379YE. They cannot be assigned &#039;&#039;until&#039;&#039; Reikos has been assigned to an Imperial nation.&lt;br /&gt;
==Spoils of War==&lt;br /&gt;
===Never Again===&lt;br /&gt;
&#039;&#039;&#039;Congregation / Rank 5&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Many groups once exiled from Reikos by the [[Druj]] are keen to return and the [[congregation]] of Never Again is no exception. Founded by refugees in [[Bastion]], Never Again are determined to learn the lessons of recent history and equally determined to repopulate and rebuild their home. The congregation largely consists of those common folk whose lives and livelihoods were devastated during the Druj occupation - simple business owners, farmers and gardeners who have vowed to rebuild their homes and hold them against any further incursions that may occur. There are several devout [[Religious skills#Dedication|dedicates]] of [[Prosperity]] among them, along with a number who have vowed to never gain allow their [[Vigilance]] to waver.&lt;br /&gt;
===Fields of Remembrance=== &lt;br /&gt;
&#039;&#039;&#039;Herb Garden / Rank 4 &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Production:&#039;&#039; 6 doses of [[True Vervain]], 2 doses of [[Cerulean Mazzarine]], 4 does of [[Bladeroot]], 2 doses of [[Imperial Roseweald]], and 6 doses of [[Marrowort]].&lt;br /&gt;
Amongst the former beauty of [[Reikos#Chalcis Mount|Gardens of Chalcis]], new life has taken hold, growing over the site of a particularly prolonged battle with the Druj during the first years of the invasion. Whilst paling in comparison to the former majesty of the famed gardens that once grew on the blasted heath, these fields serve as a reminder of the [[Courage]] of the Highborn defenders of the area and the price they paid. The recent pure rain seems to have especially invigorated this battlefield, which is now fecund with valuable healing herbs.&lt;br /&gt;
===Broken Ride Blooms===&lt;br /&gt;
&#039;&#039;&#039;Ambergelt Forest / Rank 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First to fall to the Druj incursion was the region of [[Reikos#Broken Ride|Broken Ride]], close to the dark and forbidding Great Forest of Peytat. That dangerous wooded area extends far into [[the Barrens]] to the northeast and merges with [[vallorn]]-haunted [[Brocéliande]] to the west. Even the Druj seem to fear the forest, and their armies must have been desperate to push through it when they fled north to try and support their comrades in [[Holberg]]. Perhaps there is truth to the stories of a malign entity deep within. &lt;br /&gt;
&lt;br /&gt;
Certainly the trees here produce Ambergelt which has a particularly red tinge, more blood than sap. Many find the sight unnerving, especially when the mists roll in of an evening and settle over the area with an unnatural crimson glow. The air here is sticky, heady and seems supernaturally sweet. Voices are occasionally heard on the northern breezes - calling, beckoning. They were not heard before the Druj came. Perhaps they are the voices of the dead, perhaps they are something that followed the [[orc|orcs]] out of the Forest&#039;s heart.&lt;br /&gt;
&lt;br /&gt;
===Echoes of Wisdom=== &lt;br /&gt;
&#039;&#039;&#039;Business/ Rank 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the Druj first approached [[Reikos#Haros Water|Haros]], the bells of the Echoes of Wisdom were rung to warn the citizens. When the town fell, the tall tower [[business]] was used as a watchtower by the invaders. For some reason, the Druj did not remove the stock, in all their years of occupation. Perhaps they did not realise the significance of bell ringing, or perhaps they feared it. When they fled Haros Water, the tower was one of the few that remained standing - so sturdy and reinforced with white granite was the structure.&lt;br /&gt;
&lt;br /&gt;
Now with the occupation over, the business of bell making can begin anew. The fact the tower survived the destruction wrought by the Druj makes it a simple of Pride to those charged with rebuilding Reikos. More practically, there will be many unquiet spirits that need to be kept at bay by the quality bells and chimes offered by the Echoes of Wisdom, so it should do excellent business.&lt;br /&gt;
&lt;br /&gt;
===Tabernacle Legacy Claret===&lt;br /&gt;
&#039;&#039;&#039;Business/ Rank 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once associated with the finest Highborn grapes, the head vintner at Tabernacle Claret sealed the doors of her business the day she saw the Druj set fire to her beloved vineyards and left for Bastion clutching only a single bottle of their finest port as a memento. When [[Reikos#Riverwatch|Tabernacle]] itself was eventually devastated and reduced to a pile of mud and rubble laced with deadly traps and pits, precious few knew that nearby in an extended cellar complex remained several hundred bottles of the finest wines and ports outside of the cities of [[the League]]. &lt;br /&gt;
&lt;br /&gt;
The cellars remained untouched, buried beneath the remains of the settlement, unlooked for by a foe who didn&#039;t know of its existence. &lt;br /&gt;
To return this once fine establishment to its former glory, the surviving vintner now seeks partnership with a suitable Benefactor who sees the opportunity presented in such a venture.&lt;br /&gt;
===Grey Watch Grasses===&lt;br /&gt;
&#039;&#039;&#039;Farm / Rank 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The rolling plains of [[Reikos#Grey Charge|Grey Charge]] were once home to many small chapter settlements with their own farmlands. One by one, the Druj assaults subjected them to the sword, the torch and the manacle, leaving the region under the charge of its subjects. Grey Watch Grasses is the largest of these farms remaining with any sizeable population. They were liberated by Navarr troops who chased a retreating Druj force north from Riverwatch in the first days of the liberation.&lt;br /&gt;
&lt;br /&gt;
Whipped, beaten and broken by the barbarians and cruelly used as slave labour, then subject to the deleterious effects of the [[Druj miasma]] and the [[Reikos flux]], much care and attention will be needed to restore faith to these tragic people. The earth here remains loved by those that toiled under the yoke of the Druj, it is their home and they are not likely to forget that any time soon.&lt;br /&gt;
===Tamar&#039;s Toes===&lt;br /&gt;
&#039;&#039;&#039;Mana Site / Rank 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the foot of the giant Sign of Tamar in the region of [[Reikos#Tamarbode|Tamarbode]] lie the Toes of Tamar. The stories and legends of this [[mana site]] have it associated with the [[eternal]] known as the [[Kaela|Lady of the Grim Host]]. Some scholarly works suggest the Sign itself may represent the constellation [[the Drowned Shepherd]], a sign of doom and ill omen, the foot of which is the brightest star. &lt;br /&gt;
&lt;br /&gt;
The Sign of Tamar itself was recently occupied by the Druj known as Greenmask who claimed the Toes for his own, and his servants gathered the crystal mana from the toes to use in his dark rituals. The orcs are gone now, and for a time a small band of resistance fighters used Tamar&#039;s Toes as a base of operations, standing ready to ensure its safety until the last of the orcs are exterminated. With the coming of Llofir, who now controls the region around Tamar&#039;s Toes, the defenders were driven out. Magicians still make regular trips into the tumultuous woodlands that now surround Tamar&#039;s toes to claim the bounty of crystal mana, and are largely unmolested when they do so, but it is clear that they are not especially welcome. The mana site itself seems to be the only part of Tamarbode not completely swallowed by the unruly forest raised by Llofir&#039;s [[Spring magic]].&lt;br /&gt;
&lt;br /&gt;
===The Wound of Chalcis===&lt;br /&gt;
&#039;&#039;&#039;Weltsilver Mine / Rank 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In eastern [[Reikos#Chalcis Mount|Chalcis Mount]] is a [[mine]] considered to be one of the oldest [[materials#weltsilver|weltsilver]] mines in the Empire. Even before Reikos was conquered by Imperial troops there were Highborn workers extracting the valuable material from the dark stone cliffs above [[Therunin]]. The first fortification that would later be used as part of the Imperial conquest of the territory were build to protect the mining effort here. Centuries after it was discovered little remains of the original bounty and the Druj were quick to employ slaves to tear it out of the ground even faster. Still, while the site is not the richest mine in the Empire, it is certainly steeped in history.&lt;br /&gt;
&lt;br /&gt;
==Opportunities==&lt;br /&gt;
Other opportunities exist in Reikos; they are detailed [[Tears in the rain|elsewhere]].&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=139388</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=139388"/>
		<updated>2026-05-28T13:12:42Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. Similarly, it is not possible to use Night magic to baffle a ritual divination so completely that it returns the wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hunger_of_the_Draughir&amp;diff=139387</id>
		<title>Hunger of the Draughir</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hunger_of_the_Draughir&amp;diff=139387"/>
		<updated>2026-05-28T13:12:35Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|2}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}}  {{Target Character}}&lt;br /&gt;
&lt;br /&gt;
{{enchantment}} &lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
The target gains one additional rank of [[Combat skills#Fortitude|fortitude]]&lt;br /&gt;
&lt;br /&gt;
In addition, the target gains the [[draughir]] ability to [[Draughir#Carrion_Feaster|eat carrion]]: the target can get sustenance from anything they can eat or drink, even if it would normally cause them to become sick, and don’t need as much food, drink or sleep as normal. They can eat rotting meat, spoiled vegetables and uncooked flesh or drink blood, stagnant water or rancid milk without ill effect.&lt;br /&gt;
&lt;br /&gt;
They experience a [[roleplaying effect]] however: &#039;&#039;You feel hungry all the time, and no amount of food can satisfy you, although you suffer no physical disadvantages.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional characters from the same [[Groups#Bands|band]]. Every two additional characters increases the magnitude by 3. Additional characters must be present throughout.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The target of this ritual is imbued with a splinter of the Winter Realm&#039;s relentless hunger; it lodges in their gut and writhes there, leaving them ravenous. Yet at the same time it causes some of Winter&#039;s cold, hard resilience to take root in them, turning their blood cold and thick.&lt;br /&gt;
&lt;br /&gt;
In today&#039;s Empire, it is rare for anyone to starve; yet this has not always been the case. In pre- and early-Imperial times this ritual would sometimes be performed by a [[Wintermark#Runesmiths|runesmith]] or a [[Varushka magical traditions#Volhov|volhov]] on volunteers from an isolated community, who would then be able to live on leftovers and carrion while their families and friends shared out the best of their meagre provisions through periods of drought, poor harvest or long winter. It is a common tale that some of those who volunteered sired or gave birth to [[draughir]] as a consequence of the ritual, and even today there are magicians who counsel against being intimate with others while under this [[enchantment]]. In times of reasonable plenty, this spell is mostly useful for enhancing the constitution of an individual who is already quite tenacious, or as an adjunct to the use of an [[Abraxus Stone]].&lt;br /&gt;
&lt;br /&gt;
This ritual is sometimes associated with the [[eternal]] [[Sorin]]; some ritualists evoke the name of [[Wise Rangara]] and claim that this ritual represents hard decisions and sensible, practical solutions to problems. A very few ritualists invoke [[Agramant]]; those who do so, do so secretly and use the fortitude this ritual grants them to engage in unspeakable feasts. When such ritualists are uncovered, they are often declared sorcerers by the [[Conclave]], or at the very least brought before magistrates to answer charges of murder or desecration. &lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
As with many [[enchantment]] rituals, common elements include the consumption of food and drink; unlike many such rituals, it is common to use spoiled food or drink rather than wholesome sustenance. Unsurprisingly, the [[Naeve|Rune of Hunger]] is often used, painted onto the skin especially the skin of the belly. Likewise, an evocation of [[The Drowned Shepherd]], or of carrion beasts such as crows, rats or even hyena may be appropriate. [[Navarr]] ritualists may mark the target with the blood of a [[draughir]], but usually only if one of the ritualists is of that [[lineage]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTES&lt;br /&gt;
The bit where it is mag 2 for one person and mag 3 for two extra people is intentional - may be worth drawing attention to the &amp;quot;pack&amp;quot; element of draughir psychology&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hungry_Grasp_of_Despair&amp;diff=139386</id>
		<title>Hungry Grasp of Despair</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hungry_Grasp_of_Despair&amp;diff=139386"/>
		<updated>2026-05-28T13:12:14Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|14}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}} The target character must have the [[Magical skills#Magician|magician]] skill.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}} &lt;br /&gt;
===Effects===&lt;br /&gt;
The target gains the ability to cast the [[weakness]] spell four times each day as if they know it without spending any mana.&lt;br /&gt;
&lt;br /&gt;
They also experience a [[roleplaying effect]]: &#039;&#039;You feel powerful and deserving of respect. You experience an urge to punish people who disrespect you or your authority.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{regain power}}&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional characters from the same [[Groups#Covens|coven]]. Each additional character increases the magnitude by 11. Additional characters must be present throughout.&lt;br /&gt;
&lt;br /&gt;
===Option===&lt;br /&gt;
{{Ritual Substitution|beggar&#039;s lye|measures}}&lt;br /&gt;
==Description==&lt;br /&gt;
With the power of this [[enchantment]], a magician can curse, demoralize, and disempower an elite band of foes or an enemy coven. It is at its most useful when the ritualists are supported by (or are themselves) battlemages and warriors who can take advantage of the confusion that comes from being denied the use of potent techniques. It is also useful for disrupting magical workings - weakened magicians are unable to contribute to rituals for example, swiftly ensuring that an enemy working will fail quickly and efficiently.&lt;br /&gt;
&lt;br /&gt;
The ritual is also surprisingly effective when dealing with husks - dead bodies possessed and animated by spirits of the realms or by angry ghosts. These malignant creatures tend to possess supernatural vitality, and can prove particularly resistant to being destroyed. Sapping their strength removes their ability to rise again, and has the added advantage that it will prevent them from using any supernatural attacks they may possess.&lt;br /&gt;
&lt;br /&gt;
Several [[eternal|eternals]] of the Winter realm are known to offer boons related to this ritual, and to the weakness curse as a whole. [[Kaela]], in particular, may offer a boon that makes this enchantment easier to cast, or allows the power to be drawn on more readily. The lesson this ritual teaches - that strength is transitory and that it will eventually fade - appeals particularly to her grim sensibilities. [[The_Thrice-cursed_Court#Tharim|Tharim]] of [[the Thrice-cursed Court]] by contrast appreciates the way that magicians who master this ritual can punish their subordinates on a whim, removing the power of their thralls as they wish. He is said to have provided magical [[:Category:Foci|foci]] to make it easier to perform the ritual, which also allow even more weakness to be bestowed by those under its effects.&lt;br /&gt;
&lt;br /&gt;
Similar to [[Unending Cascade of Blood&#039;s Fire]], the Hungry Grasp of Despair creates an enduring curse on those subjected to its power - one that it is not necessarily within the power of the magician to remove. Magical weakness does not fade over time, and those brought low by this magic usually require treatment by a [[Surgical_skills#Physick|physick]], the aid of a magician versed in [[purify|more wholesome lore]], or an [[Surgical_skills#Apothecary|apothecary]]-brewed [[potion]] before they can restore their strength. This treatment can often prove tricky to find on a battlefield, of course.&lt;br /&gt;
&lt;br /&gt;
This ritual has existed in one form or another since the earliest records, and it is possible that the [[weakness]] incantation itself began as a refinement of the power it grants. Among some [[The League|League]] [[Mountebank|mountebanks]] and more cynical [[Troupe|troupes]] it is called &#039;&#039;Fear for the Mighty&#039;&#039;. This references the idea that it is the powerful who have the most to lose from the effect of this ritual. In [[Wintermark]] it is sometimes called &#039;&#039;Kyrop&#039;s Balance&#039;&#039;; in [[The Marches]] it is &#039;&#039;Levelling the Playing Field&#039;&#039;. In some parts of [[Dawn]] it is scurrilously called &#039;&#039;Humble the Errant Knights&#039;&#039;; a name with multiple meanings depending on who is performing the ritual. A number of [[Varushka|Varushkan]] [[Varushka_magical_traditions#Cabalists|cabalists]] refer to it as the &#039;&#039;Scourge of the Foolish&#039;&#039; and several stories recount how it has been used to prevent apprentice magicians with more power than sense from harming themselves and others.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
When performing this ritual, the coven often invokes forces of despair, fear and hunger. Oppressive music or thundering rhythms that begin fast and become slower and slower, symbolic of the way power ebbs from those affected by this curse, are common; so are frenzied dances that reach a climax with the performers collapsing as if from exhaustion.&lt;br /&gt;
&lt;br /&gt;
Other elements might include the runes [[Kyrop]] or [[Naeve]], or a [[dramaturgy|dramaturgical]] scene in which [[the Bishop]] slowly succumbs to weakness and frailty (often in [[the Tomb]]). An [[astronomancy|astronomancer]] might invoke the power of [[the Drowned Shepherd]] constellation, while a practitioner of [[aspect_magic#Heraldic_Magic|heraldic magic]] might call on the spirit of the insidious [[Legendary beasts#Sphinxes and Manticores|manticore]] or the echoing roar of the terrible [[Legendary beasts#Chimera|chimera]]. A [[aspect_magic#Goetia|goeticist]] will find the names of [[Sorin]] and especially [[Kaela]] resonate well with this ritual, although in Varushka [[Wise Rangara]] is also popular especially when the ritual focuses around the need for the wise to control the powers of the foolish.&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Howling_Despite_of_the_Yawning_Maw&amp;diff=139385</id>
		<title>Howling Despite of the Yawning Maw</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Howling_Despite_of_the_Yawning_Maw&amp;diff=139385"/>
		<updated>2026-05-28T13:12:09Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|50}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}} The target character must be a [[Rituals#Contributors|contributor]] participating in the performance of the ritual.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
===Effects===&lt;br /&gt;
This enchantment allows the target to call [[Calls#Mass_Calls|MASS]] [[Calls#WEAKNESS|WEAKNESS]] once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour. &lt;br /&gt;
&lt;br /&gt;
While under the effect of the enchantment, the target experiences a [[roleplaying effect]]: &#039;&#039;the target finds themselves urged towards savagery. They feel an urge to mercilessly slaughter anyone who threatens them, their friends, or their family. They find it easy to suggest courses of actions that others might view as atrocious, if those actions would destroy or weaken their enemies. The longer the enchantment remains without being unleashed, the more bloodthirsty they become. When they do use the power granted by the ritual, they feel an almost irresistible urge to voice a savage howl, yell, or bellow.&#039;&#039; This effect is particularly pronounced among characters of the [[draughir]] [[lineage]], and has in the past prompted physical violence between high lineage [[Draughir|winterborn]] and anyone they perceived as threatening &amp;quot;their&amp;quot; people.&lt;br /&gt;
&lt;br /&gt;
{{Day Duration}} The power of the ritual can be invoked only &#039;&#039;once&#039;&#039; during this time.&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
The ritual can affect additional characters from the same [[Groups#Covens|coven]]. Each additional character increases the magnitude of the spell by 30. Additional characters must be present throughout, and each must [[Rituals#Contributors|contribute]] to the performance of the ritual.&lt;br /&gt;
&lt;br /&gt;
===Option===&lt;br /&gt;
{{Ritual Substitution|beggar&#039;s lye|measures}}&lt;br /&gt;
&amp;lt;!-- The ritualists may burn up to 20 measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]] as part of the ritual. Every two measures used in this way reduces the magnitude of the ritual by 1. --&amp;gt;&lt;br /&gt;
{{Mass Ref-effect}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies, weakening them and leaving them incapable of casting spells, using enchanted items or performing [[Heroic skills#Hero points|heroic deeds]]. &lt;br /&gt;
&lt;br /&gt;
For many Winter ritualists, the &#039;&#039;Howling Despite of the Yawning Maw&#039;&#039; is superior to both the [[weakness]] spell and rituals such as [[Hungry Grasp of Despair]] because it spreads the curse of weakness among many enemies at the same time. Used wisely, this ritual can neutralise an elite band (such as an orc chieftain and their bodyguards), or cut-off an entire enemy coven from their magic. It is at its most useful when combined with a keen awareness of enemy capabilities. &lt;br /&gt;
&lt;br /&gt;
The late [[Earl#Enchanters|enchanter]] Bauris d&#039;Werwell made good use of the ritual when facing the [[Jotun]] on the western front. His knights would identify and taunt groups of barbarian [[Jotun#Warriors of the Jotun|Ulvenwar]], luring them into a charge against their apparently exposed position. At the last moment, the Earl would unleash the power of this ritual, depriving them of their strength and making it impossible for them to [[Calls#SHATTER|smash through]] the Dawnish defences. The startled orcs could then be quickly slaughtered. Eventually, the Jotun refused to charge any group they saw in the black-and-silver cockatrice heraldry of House d&#039;Werwell at all - which the canny strategists of the house quickly found new ways to exploit. Sadly the majority of the [[noble house]] died fighting the [[Thule]] alongside [[Empress Britta]] during the fall of [[Skarsind]].&lt;br /&gt;
&lt;br /&gt;
Howling Despite of the Yawning Maw also sees some use when fighting supernatural threats. It can prevent a mob of husks from rising again when they are struck down, for example. While it is an expensive option, the curse the ritual unleashes can weaken a magician, magical healer, or creature with dangerous powers lurking within a group of other opponents - the ability to weaken everyone within range should not be overlooked. There are very few other ways for magicians to exert their power beyond the reach of their implement, after all.&lt;br /&gt;
&lt;br /&gt;
When the power of this ritual is unleashed, the ritualist doing so often feels an overpowering urge to unleash a screaming howl. This has led to some concern that the ritual in some way draws on the power of [[Agramant]], and calls for it to be subject to [[Declaration#Declaration_of_Interdiction|interdiction]], given Agramant has the [[Amity_and_enmity#Enmity|enmity]] of the [[Conclave]]. Extensive research by Torval of Highwatch was presented to the Conclave in Autumn 348YE that demonstrated that the ritual is &#039;&#039;not&#039;&#039; associated with Agramant directly, despite the boons that creature claimed to be able to offer to enhance its performance.&lt;br /&gt;
&lt;br /&gt;
In [[the Marches]] this ritual is sometimes called &#039;&#039;Topple the Lofty Pedestals&#039;&#039;, while in [[The Brass Coast]] it is referred to as &#039;&#039;Calling the Black Wind&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
When performing this ritual, the coven often invokes forces of despair, fear and hunger. Oppressive music or thundering rhythms that begin fast and become slower and slower, symbolic of the way power ebbs from those affected by this curse, are common; so are frenzied dances that reach a climax with the performers collapsing as if from exhaustion. The slow ringing of bells often accompanies this ritual.&lt;br /&gt;
&lt;br /&gt;
The target of the ritual is always a contributor, and the ritual should reflect that. Some ritualists, especially in Varushka, use the target&#039;s implement as a focus, passing it from magician to magician, whispering curses and dire promises of doom to the tool before returning it to the ultimate target. Others might prepare an infusion of [[bladeroot]] which is drunk by the magicians, and causes them to experience momentary symptoms of nausea, weakness, and uncertainty.&lt;br /&gt;
&lt;br /&gt;
Other elements might include the runes [[Kyrop]] or [[Naeve]], or a [[dramaturgy|dramaturgical]] scene in which [[the Captain]] succumbs to despair and frailty. For an [[astronomancy|astronomancer]], the ritual has a clear correspondence with [[the Drowned Shepherd]] constellation. Some [[Dawn|Dawnish]] - and even a few [[Highguard|Highborn]] magicians - consider evoking the spirit of the malign [[Legendary beasts#Sphinxes and Manticores|manticore]].&lt;br /&gt;
&lt;br /&gt;
If the coven intends to draw additional power through the use of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]], it is not uncommon to dilute the lye in water and use it to paint designs on the skin of the target. If the concentration is high enough, the caustic solution will cause slightly painful minor burns that fade over the course of an hour or so - tracing runes in this way is especially appropriate. Some covens take the risky decision to prepare an extremely dilute solution, often in a central cauldron, which the target drinks a little of at the climax. Any [[Surgical_skills#Physick|physick]] would counsel against consuming what amounts to a poisonous acid, but the belief is that the magic of the ritual protects the subject from the worst effects of consuming dilute beggar&#039;s lye.&lt;br /&gt;
&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Mass Effect]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wolves_of_the_Hungry_Sea&amp;diff=139384</id>
		<title>Wolves of the Hungry Sea</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wolves_of_the_Hungry_Sea&amp;diff=139384"/>
		<updated>2026-05-28T13:11:59Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|12}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Resource|[[fleet]]}}&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
The fleet gains a significant boost to its effective rank, provided it takes a [[Fleet#guarding|guarding]] action. This temporary bonus increases the rank of the fleet by the equivalent of 5 normal upgrades.&lt;br /&gt;
&lt;br /&gt;
The character who controls the target resource experiences a [[roleplaying effect]] for as long as the enchantment lasts: &#039;&#039;You feel jealously protective of your family and friends, and find it easy to see strangers or even loose acquaintances as potential threats. If anyone or anything threatens those you feel responsible for, you feel an urge to do whatever you think will remove that threat as quickly and effectively as possible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The magicians [[Rituals#Contributors|contributing]] to the ritual may choose to experience a roleplaying effect either during casting or for a short time after it is complete: &#039;&#039;you find yourself short of breath, as if drowning or suffocating.&#039;&#039; This does not impede the performance of the ritual, and [[draughir]] magicians never experience this roleplaying effect.&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}} {{Downtime buff}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional fleets belonging to characters in the same [[Groups#Banners|banner]]. Each additional fleet increases the magnitude by 8. The character who controls each fleet must be present throughout the ritual.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual originates in [[Varushka]], on the shores of [[the Semmerlak]], and while it has not been performed in recent years, it is [[#History|fairly old]]. It has a number of other names; some [[Semmerholm]] [[guiser|guisers]] remember it as &#039;&#039;The Lady&#039;s Guardian&#039;&#039;, while [[the League|League]] magicians might call it &#039;&#039;Rings Around the Mast&#039;&#039;. In [[the Brass Coast]] it is referred to as &#039;&#039;Beacon of Rocks&#039;&#039;, a poetical name referencing the way that it helps ships avoid hazards and suggesting that any enemy crew that dares to tangle with those under its influence would be better served driving their own ship into the shore.&lt;br /&gt;
&lt;br /&gt;
The effects of the enchantment are twofold. It [[Winter_magic#Oaths_and_Wards|wards]] the ship and crew it is cast on, making both more [[Winter_magic#Survival|resistant]] to death or destruction. There are some tales that, when the ritual was in common use, it would help maintain a vessel that otherwise would have broken apart or sunk long enough for the crew to limp back into port. This may have given rise to some stories of so-called &amp;quot;ghost ships&amp;quot; - the holed and waterlogged hulks of cursed vessels that populate some of the grimmer sailors&#039; tales. It also empowers and provides [[Winter_magic#Wisdom|insight]] to the ship&#039;s captain and crew, making them keenly aware of threats and dangers to themselves or their charges before they strike, even if those threats are otherwise well-hidden. This awareness is shared among everyone on the vessel and, to a lesser degree, with those the ship may be guarding. It provides a kind of supernatural wisdom that covers the safety and well-being of people and ship alike. There are even accounts of captains dreaming of looming threats, and how to deal with them, the night before they actually occur.&lt;br /&gt;
&lt;br /&gt;
When trouble does rear its head, the enchantment helps the crew deal with it quickly and effectively. There are old reports that the ritual can sometimes prove unexpectedly potent where the crew contains one or more [[draughir]]. The magic enhances the [[Draughir#Pack|pack mentality]] many with that [[lineage]] experience, causing them to act as fierce protectors of their fellows and any vessels they are guarding and sometimes providing them with additional reservoirs of brutal prowess in combat.&lt;br /&gt;
&lt;br /&gt;
Some magicians who perform this ritual find that they experience a fleeting sensation of shortness of breath, although this may well be a psychosomatic response to the grim history of &#039;&#039;Wolves of the Hungry Seas&#039;&#039; rather than residue of any actual curse. There is also some evidence that this is not a recent occurrence; it might well be built into the formulation of the ritual either intentionally or as an unexpected side-effect of the original codification. A few sensitive magicians claim that this sensation of shortness-of-breath is coupled with a sense of great weight, as if they were clenched in a giant fist, and there is a monograph from the reign of [[Empress Varkula]] that suggests the ritual might inadvertently touch on the &amp;quot;dark power&amp;quot; inherent in the crushing ocean depths. Other theorists suggest it is a consequence of the [[Winter magic#Fear|fear]] that seas and oceans engender in some people. One went so far as to suggest that &#039;&#039;any&#039;&#039; codified ritual from the Winter realm dealing with ships might encounter a similar peculiar resonance - but there are no common examples to compare it to. Interestingly, no [[draughir]] reports experiencing this effect.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This ritual was introduced into [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] during the reign of [[Empress Aenea]]. There is no record of who codified it; rather the ritual text submitted to the [[Conclave]] was part of a battered old tome contributed by a cabal of [[Varushka|Varushkan]] magicians from [[Karov#Malimorzi|Korotny]]. The book apparently contained a second ritual &#039;&#039;Lay of the Rusalka&#039;&#039;, but the Conclave declined to make that spell part of lore and beyond its name, and that fact that it was a [[curse]] of some kind, no other details survive to this day.&lt;br /&gt;
&lt;br /&gt;
The ritual had apparently been used for years as a way to support ships crossing [[the Semmerlak]], and braving the dangerous waterways of [[the Mallum]] to reach the eastern seas. Once part of lore, Aenea&#039;s well-recorded tendency to put the Empire&#039;s interests above any foreign concerns resulted in a marked increase in piracy and privateering targeting Imperial shipping. The ritual was an effective way to support the maritime escorts protecting Imperial traders. In the winter of the year 200YE, however, the enchantment suddenly stopped working. Astronomancers suggest that an adversarial conjunction of [[the Drowned Shepherd]] and [[the Great Wyrm]] with [[the Stallion]] may have echoed or been responsible for this shift. [[dramaturgy|Dramaturgists]] claim that the ritual&#039;s failure was caused by the fiery destruction of the &#039;&#039;Goatsmoor Playhouse&#039;&#039; in [[Caricomare]] - [[Sarvos]]&#039; only floating theatre. The conflagration saw the deaths of sixty people, including the entire [[troupe]], by a combination of flame, smoke, and drowning in the winter seas. The Goatsmoor was hosting a special invitation-only evening, a performance of the ill-omened play &#039;&#039;The Final Voyage of the Ariel&#039;&#039; as part of a large working of &#039;&#039;Wolves of the Hungry Sea&#039;&#039;. The captains of the four ships being enchanted were also recorded among the dead. For years afterwards, that part of the Caricomare coast was reputed to be haunted by horrible, burning wraiths. There may be some credence to this somewhat sensationalised story; following the incident, those who tried to perform the ritual spoke of experiencing a sensation of choking or suffocating. The ritual was shelved but remained part of lore, and an investigation by the [[Unfettered Mind]] to try and determine if a ritual can, indeed, become cursed was unfortunately inconclusive. Neither [[detect magic]] nor [[Wisdom of the Balanced Blade]] cast alongside a performance of the ritual divined anything useful although one of the casters said that watching the ritual and knowing its history &amp;quot;&#039;&#039;gave her the willies.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox 386YE, a discussion between some itinerant magicians from [[Varushka]], [[Dawn]], and [[the League]] in the shade of the [[Less_welcome_tenants#Wards_and_Bargains|Journeyman Tower]] at [[Semmerholm#Lacre|Lacre]] devolved into a series of slightly drunken dares as the [[volhov]], [[guiser|guisers]], and [[mountebank|mountebanks]] tried to outdo one another. The Dawnish magicians, members of a small coven, egged on by their peers, proposed to perform the &amp;quot;cursed&amp;quot; ritual with the captain of a local fishing vessel as the target. To the sobering surprise of those present, the ritual worked fine, and nobody drowned or caught fire. This information quickly spread, in part thanks to the [[Unfettered Mind]] and their efforts to examine rituals and codify forgotten [[Ritual_theory#Agreement|assurances]]. Concerns that the ritual remains &amp;quot;cursed&amp;quot; remain, but there&#039;s no evidence that the ritual is any less effective than it was when it was first entered into lore. &lt;br /&gt;
&lt;br /&gt;
The Civil Service have ensured that places of magical learning across the Empire are aware the ritual now works again and will ensure that more recently established centres of magical learning that lack copies are provided with them.&lt;br /&gt;
&lt;br /&gt;
Following the [[Has_reared_himself_a_throne#Tempt_the_Waters_From_Their_Bed|Autumn 387YE parley]] between then-[[Archmage of Winter]] Ematius Ankarien, and the eternals known as [[Khobel Tavah]] there is extensive speculation that one or both of the pair were somehow involved either in the creation of the ritual or the curse that dogged it.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The ritual both protects vessels directly and grants the ship&#039;s crew a keen awareness of threats. Ritual performances often echo the tradition, common along the shores of the Semmerlak where &#039;&#039;Wolves of the Hungry Sea&#039;&#039; originated, of painting eyes on the prow of a ship to allow it to find its way. By drawing, tracing, or painting symbols of warding on the hands of the captain, the ritual symbolically passes the protection along to the ship they command. The presence of other members of a ship&#039;s crew is useful in the ritual, especially when combined with elements of binding the sailors together as a pack or team. Likewise, if a captain intends to undertake a particular commission, the presence of the people they intend to guard or symbols thereof can help the magic flow.&lt;br /&gt;
&lt;br /&gt;
The ritual might also include an evocation of the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]] of the original Varushkan formulation, especially the goose and the spider, while [[Aspect_magic#Heraldic_Magic|Heraldic witches]] call on the wisdom and foresight of the [[Legendary_beasts#Sphinxes_and_Manticores|sphinx]] or the powerful protective magic of the [[Legendary_beasts#Firebird|firebird]]. Dramaturgists favour stories involving [[the Prince]], especially in the aspect of &#039;&#039;Gancio&#039;&#039;; [[the Coin]], often as a reminder of the importance of paying for protection; and &#039;&#039;the Quayside&#039;&#039; a version of [[the Counting House]] with an obvious maritime connection. Obviously, no sensible dramaturge would risk using any part of &#039;&#039;The Last Voyage of the Ariel&#039;&#039; when weaving this spell. The [[Irremais|Rune of Wisdom]] and the [[Jotra|Rune of Battle]] both resonate with this ritual, as does an invocation of [[the Oak]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Resource]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Emulsion_of_Lye_and_Lightning&amp;diff=139383</id>
		<title>Emulsion of Lye and Lightning</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Emulsion_of_Lye_and_Lightning&amp;diff=139383"/>
		<updated>2026-05-28T13:11:54Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Night|60}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} Performing this ritual requires a ring of [[ilium]], an ingot of [[Tempest jade]], and a measure of [[Beggar&#039;s lye]] which are placed in an opaque container. &lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
When the ritual is performed, the ritualists seal a ring of ilium, an ingot of tempest jade and a measure of beggar&#039;s lye into an opaque container. Over the course of the next hour or so, the three substances combine to create a bright green viscous emulsion known as &#039;&#039;true stormlye&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The material is stable and permanent once created, at least until it is used. True stormlye may be applied to a willing character, an item, or certain other appropriate targets. It takes thirty seconds of roleplaying for a character to apply a dose of &#039;&#039;true stormlye&#039;&#039;, and they may not be currently engaged in any other task such as [[Rituals#Contributors|contributing]] to a ritual. Only one suitable target may benefit from the effects of a dose of true stormlye. It burns to the touch and must be carefully handled, and its application to a willing character is always painful, causing at least a single point of damage, though the wounds it causes rarely leave permanent scarring.&lt;br /&gt;
&lt;br /&gt;
It has a number of effects depending on the target to which it is applied; if more than one would apply they take place in order. If applied to a willing character:&lt;br /&gt;
* It removes all enduring magical marks such as those created by [[Arcane Mark]], [[Mark of Fellowship]], or [[Mark of Agramant]]. It is not entirely certain, in the latter case, if it will remove all lingering traces of the influence of [[Agramant|Blood-on-the-Pines]] upon the target, but it will remove the Mark and any substantial effects arising from it.&lt;br /&gt;
* It removes a single [[curse]] that brands the body, such as [[Scrivener&#039;s Bloodmark]] or [[Freezing Brand of Irremais]]. It will always remove the most recent such curse.&lt;br /&gt;
* It removes all ongoing standard (not [[Aura#Strong_Auras|strong]], [[Aura#Durable_Auras|durable]], or true) auras on the target, such as those created by [[Anointing]]. It also removes any words like those created by the [[Testimony]] ceremony, unless they are strong auras or were created with the use of True Liao or a similar substance. It will not remove [[dedication|Dedications]] or reverse the effects of [[Excommunication]].&lt;br /&gt;
* If applied to a willing target who has not otherwise been affected by one of the above effects, that target loses all their hits and begins [[Combat#Dying|dying]].&lt;br /&gt;
If applied to an item:&lt;br /&gt;
* It removes all ongoing auras on the target, such as those created by [[hallow|hallowing]], unless they are a [[Aura#Strong_Auras|true aura]] such as those created with the use of [[Liao#True Liao|True Liao]].&lt;br /&gt;
* It will destroy any single [[Magic_items#Artefacts|non-artefact]] item which has not otherwise been affected by one of the above effects (in particular, if applied to a hallowed item it loses its hallow but is not destroyed).&lt;br /&gt;
&lt;br /&gt;
It is not suitable to use to remove location auras, as a dose of true stormlye is insufficient to cover a location.&lt;br /&gt;
&lt;br /&gt;
Any character can recognise true stormlye for what it is, and its properties can be determined by detect magic.&lt;br /&gt;
&lt;br /&gt;
If you have mastered the ritual &#039;&#039;Proof of Lye and Lightning&#039;&#039;, when you master this ritual you may choose to simultaneously unmaster Proof of Lye and Lightning. This effectively allows you to simply change Proof of Lye and Lightning for Emulsion of Lye and Lightning.&lt;br /&gt;
{{CaptionedImage|file=HakimaSaltandSand.jpg|caption=&#039;&#039;&#039;Bakar i Riqueza&#039;&#039;&#039;, Hakima of Salt and Sand|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual was created under the tutelage of the eternal [[Azoth]], based off an earlier ritual it had created with the collaboration of the [[the Brass Coast|Freeborn]] [[hakima]] &#039;&#039;&#039;Bakar i Riqueza&#039;&#039;&#039;. During the Autumn Equinox 387YE, [[Grandmaster]] of the [[Unfettered Mind]] &#039;&#039;&#039;Zlata Ruznikova Perenel&#039;&#039;&#039; [[387YE_Autumn_Equinox_Conclave_sessions#Imperial_Lore:_Emulsion_of_Lye_and_Lightning|raised the declaration]] to have it added to [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]. Bakar paid the monies necessary to ensure the ritual text was made available to anyone who wanted it, and has duly become a part of the collection of every Imperial alchemist worth their salt.&lt;br /&gt;
&lt;br /&gt;
The predecessor ritual, the &#039;&#039;Proof of Lye and Lightning&#039;&#039;, was a proof of concept which did not require the use of ilium, but created a substance called &#039;&#039;stormlye&#039;&#039; whose power was much more limited. That earlier ritual specifically destroyed the resilient walking corpses known as the Parched which arose from the sinister Winter blight which consumed the [[Madruga#Quiet_Grasses|Great Grasses]] of [[Madruga]] during the reign of [[Emperor Vesna]]. The development of &#039;&#039;Emulsion of Lye and Lightning&#039;&#039; was made possible with some of the dust that remained after destroying one of the winter constructs which directed the Parched, the so-called &amp;quot;Dry Patricians&amp;quot;, was given to the Azoth by Bakar i Riqueza after the successful use of the prototype ritual in the field. Subsequently, the heart of the blight itself was aligned to Night, claimed by the Azoth, and washed clean with Spring-infused river waters, again with the aid of its pupil Bakar. In so doing, the Azoth gained a fundamental understanding into the nature of the blight and its antithesis, and the alchemical resonances implied thereof. While Night is notoriously extremely poor at directly causing any form of destruction, the power of this ritual works by channelling the resonance with [[Spring magic|Spring]] and [[Winter magic|Winter]] contained within the contributing materials, unleashing the considerable ruinous potential associated with those realms without directly drawing on their power, instead using them as catalysts for the potential locked within the ilium itself.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AzothArt.jpg|title=|caption=Azoth is fascinated by the way magical materials may be brought together to create something new.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Distil the Serpent&#039;s Stone]] attempts to create a perfected material of higher nature than the dross of the mundane world around it, and [[Amalgamation of Silver and Gold]] creates a substance specifically intended to &amp;quot;perfect&amp;quot; the body of a mortal being. &#039;&#039;Emulsion of Lye and Lightning&#039;&#039; attempts to turn this on its head, creating a substance that can dissolve nearly anything: in this sense it approaches the so-called &amp;quot;[https://en.wikipedia.org/wiki/Alkahest Alkahest]&amp;quot; sought by some alchemists. As with those rituals, it is only through the mysterious power of [[ilium|star metal]] that the creation of such a unique and potent substance is possible. The Azoth warns that it would not be possible to create another such ritual easily: only a very particular set of circumstances allowed for this one, and it would almost always require the assistance of an [[eternal]] such as the Azoth to perfect such a ritual.&lt;br /&gt;
&lt;br /&gt;
Just as with its cousin rituals, the potence of true stormlye comes from the star metal, guided by the tempest jade and beggar&#039;s lye used in its preparation. It is not entirely clear why these were the right choices for this ritual, though some scholars who have studied the ritual comment on the strong association of tempest jade with the destruction inherent in storms, and beggar&#039;s lye is certainly a powerful solvent in its own right. Some members of the [[Golden Pyramid]] have commented that the magic item known as [[Lodestone Shears]] is somehow analogous to this ritual, and it is true that such shears use similar ingredients.&lt;br /&gt;
&lt;br /&gt;
It is interesting to note that just like &#039;&#039;Amalgamation of Gold and Silver&#039;&#039; and &#039;&#039;Distil the Serpent&#039;s Stone&#039;&#039;, the ritual does not possess an assurance and does not draw on the power of the [[eternal]] who helped create it. Scholars of the Unfettered Mind speculate that these alchemical rituals benefit from the involvement of an eternal because they are capable of understanding magical materials and their transformation in a way that mortals cannot - that they can see them in a different way. So far the creation of a new alchemical ritual seems always to be a product of mortal ingenuity married to the particular perception of an eternal (almost certainly Azoth).&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
This is an alchemical mystery, and almost always includes elements such as fire; beakers, bowls and other pieces of alchemical equipment; water and other liquids, including blood (some ritualists use a little blood from a [[naga]], a [[draughir]], and a [[briar]]); charts and diagrams; and the other trappings of this ancient magical lore. Special materials and a ring of ilium, and consequently a vessel such as a crucible or cauldron are often the central focus of the magic. Many ritualists wear masks or veils when they perform this ritual - not least because there are occasionally noxious byproducts of the transformation. &lt;br /&gt;
&lt;br /&gt;
The forces of the heavens are often referenced in alchemical rituals. If the theory that the stars represent in some way the tools of the Creator are true, then evoking the power of [[astronomancy]] seems entirely appropriate to the practice of enacting permanent transformation. The constellations of [[the Great Wyrm]] and [[the Drowned Shepherd]] in particular is likely to be evoked. The names of the [[eternal]] [[Azoth]] is often used, and it would probably also be appropriate to goetically invoke [[Kaela]], with her close association with endings, though some who have experimented with the ritual report that [[Llofir]]&#039;s name can produce a substance which is somewhat gentler in its destructive action.&lt;br /&gt;
&lt;br /&gt;
The runes of [[Xun|transformation]] and [[Yoorn|endings]] are evoked with this magic, although it is common to include [[Wyr]] as alchemy is inherently an art shrouded in mystery. There are uses for [[Mawrig]], though only the careful ritualist will invoke such a potent power. Some esoteric scholars have suggested that this ritual may be one of the rare appropriate place to invoke [[The Unnamed]], though they absolutely refuse to be drawn on why that is.&lt;br /&gt;
&lt;br /&gt;
The [[magic items|magic item]] known as the [[Mask of Gold and Lead]] can be used to make this ritual easier to perform.&lt;br /&gt;
&lt;br /&gt;
[[Category:Night Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Something_must_break&amp;diff=139382</id>
		<title>Something must break</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Something_must_break&amp;diff=139382"/>
		<updated>2026-05-28T13:11:41Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;...and so, because of the Law of Dominion, we are confident that the ritual effects will resound in their totality onto the Guard, leaving the general untouched. Because of this...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stop!&amp;quot; The elderly woman&#039;s voice was sharp, commanding. She didn&#039;t look up from the parchment on the table in front of her, but she held up her hand to indicate that the magician should wait. Her pen scribbled furiously as she mouthed words to herself.&lt;br /&gt;
&lt;br /&gt;
A long pregnant pause filled the room. The young stargazer glanced left and right looking for support from the room, but nobody said anything. This assignment was new, he&#039;d applied to join the team after their success with the Doyen of the Spires earlier that year. The chance to work for a famous Urizeni magician, a former Provost no less, did not come along often. When he&#039;d heard that Portia had asked for him to present the report to her, he&#039;d thought it was a singular honour. After being interrupted five times in as many minutes, he was starting to realise his mistake.&lt;br /&gt;
&lt;br /&gt;
The old woman finally put her hand down and looked up from her writing. She locked gaze with the speaker and stared at him for a moment. If the intention were to put him off his stride... it was definitely working. &amp;quot;Repeat what you just said.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Er...&amp;quot; Dammit, he&#039;d forgotten what he was saying, he looked down frantically at his notes and tried to remember where he was. &amp;quot;because of the Law of Dominion, we are certain the ritual will affect the Citadel Guard, not the general.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stop!&amp;quot; The open hand came back up as she cast her eyes down at her paper. This was turning into a nightmare. She began reading aloud from her notes &amp;quot;you said &#039;we are &#039;&#039;confident&#039;&#039; that the ritual effects will resound on the army&#039;.&amp;quot;  Her head came back up and she resumed staring.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Con-fi-dent.&amp;quot; She said it slowly, sounding out each syllable. &amp;quot;How confident are you Master Felix?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Er... Very?&amp;quot; he said, aware that he sounded nothing of the sort. &amp;quot;Certain I mean. We checked all the astromantic correlations twice. Vaanes did the original calculations and then Sophia confirmed them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But you haven&#039;t seem them? The calculations?&amp;quot; This time all he could do was shake his head. &lt;br /&gt;
&lt;br /&gt;
Was this a mistake? Vaanes was a senior member of the team - he&#039;d done thousands of these calculations. He was relieved to see her smile slightly but the gesture disappeared like the flicker of an eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Check them again,&amp;quot; she instructed, &amp;quot;personally. Without reading Vaanes&#039; notes.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
She held his gaze for just a moment more until he nodded that he understood her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good. Now carry on.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In the heavens, [[the Wanderer]] moves gently into position equidistant between [[the Great Wyrm]], [[the Drowned Shepherd]], and [[the Claw]]. A triune alignment of the heavens favouring transformation, ending, and battle. By itself the Drowned Shepherd is generally a baleful influence, especially when paired with the Claw. With the added influence of the Great Wyrm however, and with the Claw low in the sky during the Autumn and Winter months, the more negative aspects of these constellations are softened and subverted. Some [[astronomancy|astronomancers]] point to their influence over events in [[Sarvos]] - where an ending wrought from destruction is being transformed into an opportunity to transform into something new. Others whisper that it is the end of the reign of [[Empress Lisabetta|the Imperatrix]] and the [[Imperial Magus]] that is reflected in the heavens.&lt;br /&gt;
&lt;br /&gt;
Regardless, the conjunction seems especially propitious to many Urizen astronomancers. It reflects the changes that have overtaken the nation in recent years, supporting the idea that despite a period of destruction and suffering this is a time for transformation and not for endings.&lt;br /&gt;
&lt;br /&gt;
==Transformation and Destruction==&lt;br /&gt;
* &#039;&#039;&#039;The Urizen have an opportunity to expand the power of the Citadel Guard.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Nicassia.jpg|caption=Nicassia Avicia of Phoenix Reach leads the Citadel Guard.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As well as the philosophical, or theoretical, implications of the conjunction it has also presented a particular [[opportunity]] to the people of [[Urizen]], one that has become apparent to a number of magicians who fight alongside the [[Citadel Guard]].&lt;br /&gt;
&lt;br /&gt;
In Winter 379YE the Citadel Guard were the beneficiaries of the &amp;quot;&#039;&#039;[[Trove remade|unmade trove]]&#039;&#039;&amp;quot;, a [[Unmade_trove|massive cache of rods and mage armour]] found beneath the [[Redoubt#Tomari|Unmade spire]] in [[Redoubt]]. Along with a significant expenditure of [[ilium]], the trove was dispensed to the Guard and used to provide a significant boost in magical ability allowing the army to wield certain unique magical techniques that followed a [[cyclic magic|cyclic progression]] from realm to realm,&lt;br /&gt;
&lt;br /&gt;
The power originally cycled through all six realms, but during the Autumn Equinox 382YE the eternal [[Sadogua]] &amp;quot;ate&amp;quot; the Night stage of the sequence as part of a boon offered to &#039;&#039;&#039;General Nicassia Avicia of Phoenix Reach&#039;&#039;&#039;, permanently removing it from the sequence. At first, everything appeared normal; but as time went by it became apparent to some of the more sensitive magicians that something was not entirely right. Sometimes the cycle of the magic was ... sluggish. Sometimes there were unexpected side effects when the ability to [[Army_qualities#Magic|channel ritual magic]] was employed - residual &amp;quot;echoes&amp;quot; and the like. These were minor effects, but intriguing nonetheless. They lead to a startling discovery.&lt;br /&gt;
&lt;br /&gt;
Sadogua&#039;s consumption of the &#039;&#039;Technique of the Shadowed Threshold&#039;&#039; created a &amp;quot;crack&amp;quot; in the magical bindings attuning the mage armour and weapons of the Citadel Guard to the cyclic rhythm. With the approaching conjunction, it seems that this &amp;quot;crack&amp;quot; might be widened enough to break the entire structure of the cyclic magic - transforming it into something similar but different and potentially much more useful to the people of Urizen. The magicians are confident that with the correct &amp;quot;lever&amp;quot; the entire structure of cyclic magic could be shifted allowing the general to employ the techniques the army has been perfecting as they wish rather than in the predictable - and often inconvenient - cycle. In any given season, the general could choose which technique (if any) to use, but would then need to wait for the chance to use it again. &lt;br /&gt;
&lt;br /&gt;
===Widening the Crack===&lt;br /&gt;
* &#039;&#039;&#039;Changing the quality will require the performance of [[Transmogrification of the Soul&#039;s Echo]], 7 rings of [[ilium]], and the cooperation of the general of the Citadel Guard&#039;&#039;&#039;&lt;br /&gt;
The window of opportunity to change the quality of the Citadel Guard is narrow, and will require clever magic use. It will require the consent of the general of the Citadel Guard, and it will require a potent magical working - the [[Transmogrification of the Soul&#039;s Echo]].&lt;br /&gt;
&lt;br /&gt;
The ritual must be performed under the night sky on Saturday during the coming summit, and in addition to the crystal mana required to perform the high magnitude ritual, it will require 7 rings of [[ilium]]. At the climax of the ritual, the general will pass the power of the magic to the soldiers of the army through the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] and the cycle will be permanently fractured, replacing the Cyclic Magic quality with Highest Discipline. Some of the techniques may work slightly differently once freed from the structure of Cyclic Magic, but their basic thrust will remain the same.&lt;br /&gt;
&lt;br /&gt;
The general themselves should be untouched by the ritual; as long as they remain calm and focused it should pass through without leaving any unexpected resonance behind.&lt;br /&gt;
&lt;br /&gt;
=== Highest Discipline===&lt;br /&gt;
* &#039;&#039;&#039;The army can use [[#Enlightened Scrying|enlightened scrying]], [[#Winter&#039;s Mantle|winter&#039;s mantle]], [[#Onrushing Storm|onrushing storm]], [[#Irresistible Spear|irresistible spear]] or [[#Raise the Glass Labyrinth|raise the glass labyrinth]] once each per year&#039;&#039;&#039;&lt;br /&gt;
The [[ilium]]-infused mage armour and mage weapons allow the Citadel Guard to bring their magic to bear during a military campaign in unique ways. This quality does not alter the ability to use the General as conduit for delivering magic, nor their ability to gather crystal mana when undertaking [[magic|arcane consolidation]]. No other army in the world possesses mastery of these techniques, and some of them are risky to employ. As such there may be unexpected interactions between the five techniques and the power of [[enchantment|enchantments]], [[curse|curses]], or even the actions of other armies.&lt;br /&gt;
&lt;br /&gt;
In any given season the general may employ one technique, but each technique can only be employed once each year. The pool &#039;resets&#039; in Summer each year - the season where a new general of the Citadel Guard could be appointed. &lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enlightened Scrying&#039;&#039;&#039; (Defending Order)&lt;br /&gt;
*&#039;&#039;&#039;The army generates a map of the territory they are in, which is added to the wiki and becomes common knowledge.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Casualties inflicted by this army are decreased by a fifth.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The ability of this army to defend territory is decreased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
Employing the Technique of the Celestial Key, this defensive order uses the power of [[Day magic]] to divine extensive details about the territory within which the army is campaigning. It creates a map of the [[territory]] that details [[territory#Regions|regions]] and terrain, and is suitable for scrying. It does &#039;&#039;not&#039;&#039; include settlements or fortifications, nor provide the level of detail achieved with a [[spy network]]. The map effectively makes the target territory one that any Imperial magician can use divinations such as [[Eyes of the Sun and Moon]] to gain information about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter&#039;s Mantle&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
*&#039;&#039;&#039; The ability of this army to conquer territory is increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039; If the army is fighting alongside any allied army, then all casualties received by this army are divided up between the other allied armies&#039;&#039;&#039;&lt;br /&gt;
Winter preserves, but not without a cost. With powerful enchantments, the Technique of the Bond of Tears allows crippling injuries to be averted – but those wounds must still be suffered by someone. The army can afford to press forward to victory, secure in the knowledge that for a short time at least any losses will fall on their allies rather than themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Onrushing Storm&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
*&#039;&#039;&#039;The army must be attacking a region - that is in a territory that contains a named fortification - or else the order defaults to cautious advance. The fortification need not be in the region being attacked, and this order will not cause it to be involved directly in the campaign.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All casualties inflicted by this army are directed at the named fortification.&#039;&#039;&#039;&lt;br /&gt;
With the Technique of the Transcendent Claw, the army damages and potentially destroys a fortification; it is especially powerful in that it can be used from a distance – the Citadel Guard do not need to engage the fortification and can indeed be involved in a campaign in an entirely different part of the territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irresistible Spear&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
* &#039;&#039;&#039;The army suffers no penalty to victory points generated to capture a region which is not adjacent to a controlled region in the same territory.&#039;&#039;&#039;&lt;br /&gt;
With the Technique of the Mountainous Ascent, Summer magic is employed to strengthen and supports the army allowing it to swiftly establish a beachhead in a new territory, or to make an unexpected strike deep into enemy controlled areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raise the Glass Labyrinth&#039;&#039;&#039; (Attacking Order)&lt;br /&gt;
* &#039;&#039;&#039;Opposing armies or navies may only move one territory in the season following the one in which this order is taken.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The number of casualties suffered by this army are increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
Employing the Technique of the Coiling Chain, this attacking order weaves autumn magic around opposing armies, entangling them with a barrage of curses that interfere with the chain of command in subtle ways. It also creates a cumulative warping of chance that makes it difficult for them to withdraw or advance, but also requires the soldiers of the army to move into dangerous locations increasing the risk of casualties&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Grand Library of Canterspire==&lt;br /&gt;
* &#039;&#039;&#039;Following the Summer Solstice, [[Morrow#Grand_Library_of_Canterspire|Canterspire]] has been ceded to the eternal [[Phaleron]].&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Urizen_magical_traditions#Urizen_Lore|Urizen Lore]] has now been established.&#039;&#039;&#039;&lt;br /&gt;
The grand conjunction also reflects a more immediate state of transformation that has rippled through the Urizen nation. After nearly a year of negotiation with the [[eternal]] [[Phaleron]], the [[Senate]] formally ceded control of Canterspire to the Celestial Library, establishing the [[Morrow#Grand_Library_of_Canterspire|Grand Library of Canterspire]]. With a large amount of mithril, Urizen artisans have transformed the spires into a beautiful shimmering structure equal parts polished metal and translucent crystal. The former residents have leave to stay, of course. Even though the structure is ceded to Phaleron, the librarians who have begun to frequent the place see no reason why the Urizen way of life should not continue uninterrupted. The presence of the eternals&#039; servants have brought with them a gentle aura of peace and clarity that makes cerebral activity easier, sharpens the memory, and encourages scholarly pursuits. The library here has been greatly expanded with books brought from across Urizen, and the population has been swollen by refugees from [[Zenith]] and [[Spiral]] - Canterspire is now a bustling, vital settlement full of potential.&lt;br /&gt;
&lt;br /&gt;
This cooperation with Phaleron provides several benefits. The Senate also approved the creation of the [[Emissary to the Celestial Library]], an Urizen [[Imperial title|title]] that has responsibility for assisting the scholars and librarians of Urizen and the Empire, aiding them in the responsible spread of knowledge, supporting libraries and places of learning, and interceding between such people and the Celestial Library itself. &lt;br /&gt;
&lt;br /&gt;
Phaleron has further pledged to &amp;quot;enfold&amp;quot; the library should it ever be threatened, drawing it into a grand chamber between the mortal realm and the realm of Day where neither the residents nor the books may be threatened. &lt;br /&gt;
&lt;br /&gt;
More importantly perhaps, the establishment of the Grand Library also serves as the lynchpin of the new body of [[Urizen_magical_traditions#Urizen_Lore|Urizen Lore]].&lt;br /&gt;
===Urizen Lore===&lt;br /&gt;
* &#039;&#039;&#039;Urizen citizens may now draw on a unique body of national lore as well as [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|imperial Lore]].&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are currently no rituals in Urizen Lore.&#039;&#039;&#039;&lt;br /&gt;
Urizen lore is a special body of magical knowledge supported with the assistance of the [[eternal]] [[Phaleron]]. It functions in a very similar manner to Imperial lore, but only citizens of Urizen can master the rituals contained within it. Even if an individual Urizen magician has not mastered one of these rituals, they may still perform it, just as any other Imperial citizen can perform a ritual that is part of [[Rituals#Imperial_Lore|Imperial lore]].&lt;br /&gt;
&lt;br /&gt;
Currently, there are no rituals available to learn via Urizen lore. Adding a ritual to the body of lore requires the [[ritual text]] to be the target of the Gift of Knowledge ritual. Rather than being returned to the caster, the ritual is added to the body of Urizen lore and becomes available to every Urizen magician following the summit where the ritual is added to lore. The librarians of Phaleron have gently suggested that the obvious first ritual to include in Urizen lore would be the Gift of Knowledge - allowing any Urizen citizen to add the ritual texts they possess to the shared body of lore.&lt;br /&gt;
&lt;br /&gt;
Several Urizen magicians are watching with interest; they have intimated that once the Gift of Knowledge ritual is freely available, they may have ritual texts of their own that they could add to Urizen lore.&lt;br /&gt;
&lt;br /&gt;
There are some limitations on Urizen lore. It is not possible for the [[Conclave]] to use a [[declaration]] to put a ritual into Urizen Lore. Nor is it possible to remove a ritual from Urizen Lore, nor to recover the ritual text once it has been added to the body of knowledge, so a ritual in Urizen Lore cannot be the target of a declaration of [[Dissemination]] by the Conclave. In addition, an Urizen magician who leaves the nation loses access and mastery of rituals that are part of Urizen lore; they can choose new rituals to master to replace them as normal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Regrow the Land&#039;s Heart&#039;&#039;&#039;&amp;lt;br&amp;gt;This magnitude 120 Spring ritual requires a strong Spring regio, and targets the territory of Spiral. The ritual is an enchantment, and lasts for a year, that infuses the territory with Spring magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Soft rain falls over Spiral and new life grows wildly from the scars war has left behind. It primarily affects the land, but the people will find it easier to let go of pain caused by war. New plants will grow, and old scars will fade. Animals and people alike will find it easier to conceive, and plants will grow more healthily. Children born or conceived in the territory will be more likely to express the briar linage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The enchantment lasts for a year.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The ritual will have no effect on the {{Black Plateau}} oppression.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Doyen of the Spires==&lt;br /&gt;
* &#039;&#039;&#039;With Spiral lost to the Urizen again, the speed of codification for the Doyen of the Spires has fallen to 15 each season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Doyen currently overseeing the codification of &#039;&#039;Regrow the Land&#039;s Heart&#039;&#039;; there are several suggestions for ways the codification could go.&#039;&#039;&#039;&lt;br /&gt;
The establishment of the Doyen of the Spires illustrates the idea that positive change may come from ending, or from the destructive nature of the Claw. Without the damage done to the Heliopticon, perhaps the idea of cooperating to create the uniquely Urizeni [[college of magic]] would never have arisen.&lt;br /&gt;
&lt;br /&gt;
For the last three months, the magicians of Urizen have been working under the guidance of the [[Doyen of the Spires]] to codify an [[arcane projection]] called &amp;quot;Regrow the Land&#039;s Heart&amp;quot;. The ritual intends to infuse the territory of Spiral with Spring magic, improving the growth of plants and animals, and helping to heal some of the scars left by years of war. Ruins will quickly become overgrown with new growth, broken and burned areas of land will be covered in grass and flowers, and trees will grow tall and healthy. At the current rate of codification it will be completed in seven seasons - shortly before the Summer Solstice 385YE.&lt;br /&gt;
&lt;br /&gt;
Many of the magicians involved in codifying the arcane projection have suggested alternative paths that might be taken with the ritual.&lt;br /&gt;
&lt;br /&gt;
Firstly, there is nothing in the ritual that requires it be cast on the territory of Spiral. It would be a reasonably simple matter to adjust the magic defined in the arcane projection such that it could be cast on &#039;&#039;any&#039;&#039; territory, Imperial or otherwise, as long as one had access to a powerful Spring regio. This would give the ritual a significant boost to its versatility without changing the magnitude at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the ritual could be significantly adjusted so that it would work on any territory, and last for a season rather than a year. In this case, the magnitude would drop to 40. With the work already done, the codification would be completed by the beginning of Spring 384YE. While it would ultimately cost more mana to perform it every season for a year, it would also be much easier for a coven to reach the level of mastery required to weave the magic.&lt;br /&gt;
&lt;br /&gt;
There is some minor, carefully phrased concern voiced about the fact that the Spring magic that powers the ritual will cause an increase in the number of [[briar|briars]] being born in Urizen (or wherever the ritual is cast). On the other hand, while briars are not often known in Urizen for their intellectual pursuits, they often make excellent [[sentinel|sentinels]] - and given recent events that can presumably only be a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; If the Doyen of the Spires wishes to make one of the changes suggested above to the codification of the ritual - either making it usable anywhere, on any territory or changing it from a year-long enchantment on Spiral to a season-long enchantment on any territory - they should e-mail plot@profounddecisions.co.uk after the event.&lt;br /&gt;
&lt;br /&gt;
==Toward Virtuous Ends==&lt;br /&gt;
* &#039;&#039;&#039;King Adamant has a gift for Galene Netherwatch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Urizen Assembly and the General Assembly can use mandates to encourage citizens to cooperate with inhabitants of the realms.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Galene Netherwatch.jpg|caption=Galene Netherwatch encourages cooperation between mortals and eternals toward virtuous ends.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes change comes from unlikely places; but again good things can arise from painful beginnings. Earlier in the year, the Ashen Flame coven of Urizen performed the arcane projection &amp;quot;The Three Watchers&amp;quot; to call in a boon from the eternal [[Adamant]]. A legion of his &#039;&#039;koboldi&#039;&#039; set to work creating a new wonder of the world - the [[Three soldiers|Three Watchers]]. Giant statues that watch the approach to Morrow from Zenith, they also memorialise the bravery of the three Highborn armies who helped so many Urizeni flee the fall of [[Zenith]], and who shed so much blood to protect the heartland of [[Morrow]] from the Druj.&lt;br /&gt;
{{SOP|statement=The assembly wishes to thank everyone involved, including the eternal Adamant, in the creation of the Three Watchers. We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support virtuous endeavours.|by=Galene Netherwatch, Urizen Assembly|when=Summer Solstice 383YE|vote=80-0}}&lt;br /&gt;
Then, during the Summer Solstice, Galene Netherwatch raised a [[statement of principle]] in the Urizen national assembly [[383YE_Summer_Solstice_Synod_judgements#Judgement_49|thanking Adamant for his assistance]] - and making clear that while Imperial citizens must avoid [[Religious_crime#Idolatry|idolatry]], they should not fear to work with eternals in support of virtuous endeavours. The assembly agreed with Galene - and indeed the statement received a [[greater majority]] meaning it has been distributed to all the priests of Urizen. And, it appears, to someone who has shared it with the [[eternal]] himself.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Autumn Equinox, word reaches the priests of Urizen from &#039;&#039;Furia Severia&#039;&#039; (the [[Urizen_religious_beliefs#Illuminates|illuminate]] who [[An_affirming_flame#The_Three_Watchers|proposed]] the creation of the Three Watchers). Adamant is apparently pleased that the work of his &#039;&#039;koboldi&#039;&#039; has been honoured by the Urizen. He has dispatched one of his messengers with a small token of esteem for the priest, a minor boon that celebrates the cooperation between the Throne of Stone and the people of Urizen.&lt;br /&gt;
&lt;br /&gt;
Adamant is not the only one pleased by the statement. As the recent cooperation with Phaleron has demonstrated, the Urizen have much to gain from careful contact with the inhabitants of the realms. Other nations - Highguard in particular - may be cautious about dealing with eternals but they lack the Urizen peoples&#039; long experience of dealing with these powerful (if occasionally volatile) creatures. An opportunity exists for the Urizen national assembly to make clear that it is not unvirtuous to cooperate with eternals if the outcome of that cooperation is virtuous.&lt;br /&gt;
&lt;br /&gt;
{{mandate|assembly=Urizen Assembly|mandate=We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support a virtuous endeavour. We send {named priest} with 50 doses of liao to reassure all the people of Urizen that working with an eternal to achieve a virtuous end is not idolatry.}}&lt;br /&gt;
&lt;br /&gt;
If this mandate were upheld by the Urizen assembly - and it would require a [[greater majority]] thanks to the [[Mercy is weakness|intervention of the Wisdom assembly]] and the [[sword scholar|sword scholars]] - then over the coming Winter Urizen citizens would renew relationships with eternals and creatures of the realm. This would provide several opportunities during the Winter Solstice for citizens of Urizen to cooperate with eternals to achieve virtuous ends.&lt;br /&gt;
&lt;br /&gt;
Alternatively, perhaps the priests of Urizen would be prepared to make that statement in the [[Assembly#General_Assembly|general assembly]], so that the priests of the Empire could reassure Imperial citizens that there is no inherent problem with talking to or cooperating with eternals. After all, it is only confirming the [[mandate]] already endorsed by the Imperial Synod and enacted by Amris Johan Merikovich that made clear that &amp;quot;&#039;&#039;[[383YE_Summer_Solstice_Synod_judgements#Judgement_51|the doctrines of the faith do not prohibit bargaining with ... eternals or their heralds]]&#039;&#039;.&amp;quot; There may be some who would resist such a statement, but the Urizen are not alone in maintaining good relations with the eternals - the [[Earl#Enchanters|enchanters]] of [[Dawn]] and the [[Varushka_magical_traditions#Cabalists|cabalists]] of [[Varushka]] both have long and profitable experience treating with the creatures of the realms.&lt;br /&gt;
&lt;br /&gt;
{{mandate|assembly=General Assembly|mandate=We must not subsume our will to inhuman forces, but nor should we fear to act where cooperation with an eternal can support a virtuous endeavour. We send {named &lt;br /&gt;
priest} with 100 doses of liao to reassure the people of the Empire that working with an eternal to achieve a virtuous end is not idolatry.}}&lt;br /&gt;
&lt;br /&gt;
This mandate would have the same effect as the earlier mandate, but on an Imperial scale (assuming it achieved a greater majority of course), creating opportunities during the Winter Solstice for Imperial citizens to benefit from cooperation with eternals. &lt;br /&gt;
&lt;br /&gt;
The two mandates are &#039;&#039;not&#039;&#039; in [[Mandate#Competing_Mandates|competition]]; if both were enacted then there would be opportunities for the entire Empire, and separate opportunities specifically for Urizen.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Surcease_of_Sorrow&amp;diff=139381</id>
		<title>Surcease of Sorrow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Surcease_of_Sorrow&amp;diff=139381"/>
		<updated>2026-05-28T13:10:49Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winter Ritual]][[Category:Rituals]]&lt;br /&gt;
 &#039;&#039;&#039;Content Warning:&#039;&#039;&#039; this ritual, and especially the in-character transcription of the ritual text, deals with themes of suicide and assisted dying.&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Winter|6}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}}&lt;br /&gt;
&lt;br /&gt;
The target must be willing. If they are unwilling or unaware of the full purpose of the ritual, it fails. &lt;br /&gt;
===Effects===&lt;br /&gt;
At the completion of the ritual, the target dies and slowly turns to dust; even their bones crumble away. Within one minute, their body is entirely gone, replaced instead with a pile of dust and ash that is easily scattered with a few seconds and will scatter naturally if left in an open place. &lt;br /&gt;
&lt;br /&gt;
The ritual only works on a willing character who must be aware of what is happening. In the event that the target is unaware that the ritual will kill them, it fails but the target is left in no doubt as to the fact that an attempt was made to kill them.&lt;br /&gt;
&lt;br /&gt;
The ritual also has no effect on characters who are already dead (although it will work on characters who are terminal), nor on creatures who are not capable of consenting to the effect.&lt;br /&gt;
&lt;br /&gt;
It may or may not be powerful enough to kill a target who cannot otherwise die, or who is in some state apart from life but is still capable of giving assent. In any case, the target must still be willing, and the outcome depends on the nature of their curse. In general, at the very least it will have the same effect as the target&#039;s death count expiring and the body being physically destroyed.&lt;br /&gt;
&lt;br /&gt;
A character killed with this ritual will not produce a ghost, and cannot be summoned with [[Whispers through the Black Gate]] or similar rituals. Likewise [[An Echo of Life Remains]] and magic that requires a body or part of a body to be used will not have any effect on the dust, even if it is all gathered together.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Surcease of Sorrow.jpg|align=right|caption=The provenance of the original text is not clear, nor is who originally designed the ritual or how it was formulated.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
During the Autumn Equinox 382YE, the ritual text for &#039;&#039;Surcease of Sorrow&#039;&#039; was [[We%27ve_been_here_forever#Kaela|given as a gift]] by the eternal [[Kaela]] to then [[Archmage of Winter]] &#039;&#039;&#039;Emilia Ankarien&#039;&#039;&#039;. It became part of [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] following the Spring Equinox 386YE. The Declaration of [[Imperial lore]] was [[386YE_Spring_Equinox_Conclave_sessions#Imperial_Lore:_Surcease_of_Sorrow|raised]] by Doctor Tiberius as [[proxy]] for the [[Dean of the Lyceum]]. The declaration said it was hoped it would &#039;&#039;ensure it as a legacy for Navarr to use until their founders&#039; dance is complete&#039;&#039;, perhaps capturing the hope it would be used to offer swift and painless death to those who might otherwise succumb to the power of the [[vallorn]] and be used to harm their former friends.&lt;br /&gt;
&lt;br /&gt;
The magic works in a similar manner to the Spring ritual [[Turns the Circle]], but rather than accelerating natural processes it directly invokes the resonances of [[Winter_magic#Death|death]] and [[Winter_magic#Endings|endings]] to painlessly kill a creature and unmake its body. Unlike &#039;&#039;Turns the Circle&#039;&#039; the ritual does &#039;&#039;not&#039;&#039; work on the remains of someone who is already dead; it requires them to be alive and capable of consenting to its use on them or it fails to work. It&#039;s not enough for the recipient of this dubious gift to be incapable of resisting - they must be able to consciously agree to and cooperate with its casting or it does nothing. This is not a ritual for murdering an enemy, particularly as it cannot be performed on a target who is not conscious.&lt;br /&gt;
&lt;br /&gt;
The provenance of the original ritual text is not clear. Inscribed on plates of wood, it went into some detail and explored some peculiar philosophy. One thing of note is that it does &#039;&#039;not&#039;&#039; draw on the power of Kaela to work; there is no sign it draws on the power of any eternal and it seems to be a purely mortal creation.&lt;br /&gt;
&lt;br /&gt;
==Performing the Ritual==&lt;br /&gt;
The original ritual text had extensive notes on performing &#039;&#039;Surcease of Sorrow&#039;&#039;. It compares the ritual to a funeral, so performing it with great ceremony, solemn music, quiet voices, and the trappings of mortal passing are all appropriate. It is also resonant to perform the ritual in a more private fashion, especially when the target is especially familiar to the ritualists. Having the target light a candle that they then extinguish at the end of the ritual, or the invocation of a symbolic door (or the constellation of [[the Door]]) empowers the transition from one state to another. The writer of the original text also mentioned [[the Three Sisters]], and [[astronomancy|some astronomancers]] may draw on their resonance with sorrow.&lt;br /&gt;
&lt;br /&gt;
A rune magician would obviously find resonance with the [[Yoorn|Rune of Ending]]. A theurge might consider evoking psychopomps, especially birds. When dealing with a [[Varushka|Varushkan]] subject, the virtuous animals make an excellent choice of psychopomp. In both cases, the evoked creatures guide the spirit from life to the Labyrinth. A theurge might also wish to remind the subject of the first and last doctrines of the faith – [[The_Doctrines_of_the_Faith#The_Doctrine_of_Reincarnation|Reincarnation]] and [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Labyrinth|the Labyrinth]] (when dealing with a human subject at least).&lt;br /&gt;
&lt;br /&gt;
==Original Ritual Text==&lt;br /&gt;
The original ritual text goes into great detail about several subjects, and includes a digression to talk about [[Yoorn]], the Rune of Endings which is not included here as it contains nothing unfamiliar to Imperial magicians.&lt;br /&gt;
===Life, Death and Endings===&lt;br /&gt;
&#039;&#039;The first section contains some philosophical discussion of the nature of life and death.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Death and endings are two of the strongest resonances of the Winter realm. To the ignorant, they are the same thing. The wise know that there is a difference between these two concepts however. For mortals, death is not the end. Living things may cease to be alive, but we know that some spiritual element persists beyond the death of the body. There is no “ending” to life as such – it is a cycle. A wheel.&lt;br /&gt;
&lt;br /&gt;
Almost all mortal faiths teach that there is some subtle element to humanity that persists beyond the death and dissolution of the body. Such mortal concepts are alien to the Winter realm. For the beings of Winter, death is an ending. An irrevocable line drawn underneath a life.&lt;br /&gt;
&lt;br /&gt;
Ending, by its nature, is absolute and final. Living things can die, but unliving things cannot. Only things that are alive can die, but anything, up to and including the entirety of Creation, can (and ultimately will) come to an ending. Things either are, or they are not. The living can also end, we believe, although the absolute abnegation that represents is something we can barely conceive of. The entities of the Winter realm do not see things the same way that mortals do. To the Winter realm, death as mortals understand it is just a change. The body remains, and the being may linger on as a ghost. To the creatures of Winter the ghost is the mortal transformed to a new state. Not ended, merely changed. When the ghost fades at last, however, or when it passes out of the mortal realm through the ceremonies of a priest, or the slow grinding of years, or the resolution of its unresolved business... at this point the Winter realm believes that the mortal is truly gone. Ended.&lt;br /&gt;
&lt;br /&gt;
I do not agree with this belief, however. I have spoken to many ghosts, and I do not accept the consensus belief that a ghost as the same entity as the being from which it arose. It is not a transformation, but an echo. A shadow thrown by the living against the backdrop of creation that takes a little longer to fade than the light in the eyes or the beat of the heart. The creatures of Winter consider death an inevitable consequence of life – what does not live, cannot die. What lives, must die. What exists, must end. Without ending, there is no existence. Without death, there can be no true life. &lt;br /&gt;
&lt;br /&gt;
I have spoken with Eternals of Winter about the nature of immortality, and while their attitudes vary they agree that if something cannot die it cannot live. The ability to change requires acceptance of the ultimate change, from living to dead, and from dead to ended. All of this seems to counter the well-known resonance of survival. Yet the Winter eternals and the magic they are so associate with admit no paradox. Living things live only so long as they strive to live. Death, like ending, is inevitable, but it is not necessarily to be embraced. To accept the inevitable is wise – to deny that one will end or die is to risk madness. Yet the living cannot truly embrace death without being consumed by it. &lt;br /&gt;
&lt;br /&gt;
If it be not now, then it be to come. If it be not to come, then it is now.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, the living must do everything they can to ensure that it is not this day. In the Winter realm, that moment of death is the embrace of the absolute end of your existence. You no longer have the potential to achieve anything, to gain wisdom. Your existence ends at the moment of your death and everything should strive to delay that moment as long as possible. Yet sometimes death is not to be avoided. Sometimes, through grief or circumstance, death is less cruel than continued life. In accepting this the Winter realm can be uncharacteristically gentle, perhaps even merciful.&lt;br /&gt;
&lt;br /&gt;
===The Door of Dust===&lt;br /&gt;
&#039;&#039;The next section relates to the performance of the ritual and its effects.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes, death comes not as the thief of life but as a friend long looked for. It is possible, in time, for the habit of life to become too much. Great age brings with it the slow failure of the body and the mind. Sickness or injuries that cannot be healed can make every minute a living nightmare. Grief that cannot be overcome, sorrow that cannot be endured. These are the signs that death will come not as a loss, but as a relief.&lt;br /&gt;
&lt;br /&gt;
For the pilgrim, secure in the knowledge that there is an existence beyond the life of the body will perhaps fear the embrace of the Labyrinth less than they fear the pain of letting go of life. There are also those who fear that the death of the body will condemn the spirit to wander as a lost shade. Perhaps a curse, of a dark taint, or the Virus Lunarae have been employed. Perhaps the body has been infested by the vileness of the vallorn. There are any number of reasons why a mortal might desire death, or ending, and yet be unable to embrace it. This ritual, then, wields the power of Winter to bring painless death and dissolution to a single individual who chooses to accept it.&lt;br /&gt;
&lt;br /&gt;
The ritual will not have any effect on someone who is not ready to die. If they cling to life - even if they are not conscious of their desire to live – then the ritual will fail. Surcease of Sorrow opens the door that leads out of life, but it is the business of the subject whether they step through it once they are aware of it.&lt;br /&gt;
&lt;br /&gt;
If the recipient does choose to pass through the door of death, they instantly pass beyond life between one heartbeat and the next, between one breath and the next. There is no pain – their life simply ends in the manner of a candle being blown out.&lt;br /&gt;
&lt;br /&gt;
With their spirit freed from the shackles that chain them to their flesh, their body begins to dissolve like ash, or sand through an hourglass. Over the next several minutes everything desiccates – it is as if they are transformed into a statue of themselves in a similar manner to the ritual &#039;&#039;Mark the Flesh Incorruptible&#039;&#039; – but rather than having the enduring qualities of stone it has the absolutely transient quality of dust. The slightest touch or breath of air causes the body to begin crumbling until naught but a scattering of dust remains.&lt;br /&gt;
&lt;br /&gt;
In this way, Surcease of Sorrow is the antithesis of Mark the Flesh Incorruptible. It absolutely prevents the use of spells such as &#039;&#039;Voice for the Dead&#039;&#039;, or rituals such as &#039;&#039;An Echo of Life Remains&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
More, because it brings with it a sensation of absolute peace when it is invoked, it prevents the dead returning as a ghostly presence of any kind. This includes the kind of spirit called forth by &#039;&#039;Whispers through the Black Gate&#039;&#039;. For whatever reason, the profound ending brought by this ritual grants the spirit of the subject a rest that cannot be disturbed by magic.&lt;br /&gt;
&lt;br /&gt;
The ritual cannot be used as a weapon, nor is it intended as such. It opens the door, but it is the choice of the subject whether they use that door. It seems to have no power over animals, or trees, or rocks. Such things do not - or cannot - choose to pass beyond life.&lt;br /&gt;
&lt;br /&gt;
===Working the Ritual===&lt;br /&gt;
&#039;&#039;The third section speaks about how the unnamed author would perform the ritual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many ways, this ritual is like a funeral and so should be performed with great ceremony. Solemn music, quiet voices, and the&lt;br /&gt;
trappings of mortal passing are all appropriate. Wherever possible, I would seek to perform this ritual alone, in private, rather than with great pomp and ceremony but that is largely a matter of personal taste. Look to the subject in these regards. It is easy to imagine that a Freeborn subject may wish to be surrounded by friends and family, with trappings of celebration, for example. I have performed the&lt;br /&gt;
ritual once after a grand and joyous party, a wake at which the subject was the guest of honour. Yet once the subject had said their goodbyes, we slipped away from the festivities to a certain peaceful garden and I performed the ritual there, letting the subject&#039;s ashes fall across the flowers that they loved.&lt;br /&gt;
&lt;br /&gt;
Unlike a more usual funeral however, the subject can be an active participant – indeed they must be absolutely willing for Surcease of Sorrow to have any effect at all. I would advise that each performance begin with a formal request of the subject, ensuring that they understand what is to happen. They may have regrets, or express sorrow, but they must be truly willing to pass out of life or the ritual will go awry.&lt;br /&gt;
&lt;br /&gt;
You may wish to have the subject light a candle, which can then be snuffed out once the ritual is complete. The brief life of the&lt;br /&gt;
candleflame becomes a symbol of the participant&#039;s life force, and another sign that the subject truly is a willing participant in the ritual. The ritualists may wish to evoke a symbolic door; perhaps the constellation of the Door itself which represents (among other things) the transition from one state to another. I would not choose to evoke the Drowned Man in this ritual – the connotations and symbolism is too harsh.&lt;br /&gt;
&lt;br /&gt;
Rather, I might call on the Sorostis Suspire, one of the Three Sisters, who represents sorrow. Any passing is a sadness, even one that is without pain and sought out. The original text spoke of the Sorostis Suspire as the “Mother of Sighs” - as near as I can tell this is a tulpa of the Three Sisters specifically associated with elements of sorrow and gentle passing. I have experimented in this regard myself and can say with some caution that the ritual certainly works if this figure is evoked. Indeed it seemed to me that the gentle nature of the ritual was greatly enhanced with this being&#039;s name but I would still urge caution. This figure is associated with two much darker versions of the Three Sisters in the original text, after all.&lt;br /&gt;
&lt;br /&gt;
The rune of Ending also resonates with this ritual. The Shears represent the end of a journey, the point at which there are no more choices to be made. Nothing now can be changed and all has taken its course; the thread must now be cut and an ending made. This is of course particularly appropriate to this ritual, and especially for the people of Wintermark. Tracing or drawing the rune is an appropriate act in such cases.&lt;br /&gt;
&lt;br /&gt;
A theurge might consider evoking psychopomps, especially birds. When dealing with a Varushkan subject, the virtuous animals make an excellent choice of psychopomp. In both cases, the evoked creatures guide the spirit from life to the Labyrinth. A theurge might also wish to remind the subject of the first and last doctrines of the faith – Reincarnation and the Labyrinth. &lt;br /&gt;
&lt;br /&gt;
I would not use blood magic to perform this ritual. It is personal preference, but I am concerned about the symbolism of bloodletting&lt;br /&gt;
when associated with a ritual that is entirely concerned with painless transition from one state to another.&lt;br /&gt;
&lt;br /&gt;
For a dramaturge, I would be cautious with this ritual. The Bishop or the Doctor both have resonance, but the performance nature of dramaturgy runs the risk of making the quiet solemnity of the ritual into something farcical. Perhaps a simple performance using stylised masks and language might be appropriate, but most likely only for a subject who is themselves from the League. &lt;br /&gt;
&lt;br /&gt;
Regardless of the method, at the end, I would ask the subject if they are ready to pass through the door and when they answer affirmatively, close their eyes with my hand. If the subject truly wishes to pass beyond life, they will painlessly die and within a minute or at most two be reduced to dust.&lt;br /&gt;
&lt;br /&gt;
===Ending the Unending===&lt;br /&gt;
&#039;&#039;The fourth section speaks of the limitations of the ritual when dealing with unnatural creatures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ritual is not difficult to perform, but it employs the power of willing, knowing consent to powerful effect. There is some minor evidence that this ritual might allow a change to essential nature that is beyond that which can normally be achieved with ritual magic.&lt;br /&gt;
&lt;br /&gt;
The original researcher of this ritual wrote extensively about a number of corrupt states that mortals may pass into that prevent or indefinitely delay the ending of life. Without exception, these states are prisons. The Doctrine of the Way makes it clear that it is the nature of the human spirit to pass into the Labyrinth, and be reborn, so that they may embrace the cycle of living and gain enlightenment thereby.&lt;br /&gt;
&lt;br /&gt;
This ritual potentially provides a key to the door of the cell where the undying are entrapped. If the creature is capable of consenting, and gives its consent, then the ritual should be powerful enough to destroy the body and grant peace to the tormented spirit that inhabits it.&lt;br /&gt;
&lt;br /&gt;
It is of little use with ghosts and other spirits that have no true body, sadly. Yet for these creatures, the power of the priest is sufficient. This ritual might prove invaluable in dealing with sapient creatures unable to escape the torment of unending life. Obviously it is difficult to test this hypothesis. There are few enough true immortals in the world as it is. Attempts to use the rituals on husks, whether created with Winter magic, or herbs, or the taint of the vallorn, has proved untenable. These three creatures seem to be unable to comprehend the horror of their existence, and thus unable to give their consent – unable to see the door much less pass through it.&lt;br /&gt;
&lt;br /&gt;
Without the cooperation of a Thule dragon, or one of the wicked volodny of Varushka, or the blasphemous unliving warriors of Axos, it is difficult to see how we might perform any experiments to determine the truth of this matter. For now it must remain uncertain – beyond the knowledge that whatever else it might do Winter magic brings an end to thing and nothing – not even creation itself – is unending.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Mother of Sighs.jpg|align=right|caption=Who - or what - the Mother of Sighs referenced in the original ritual text may be is not clear. This image came from the original ritual text.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Mother of Sighs===&lt;br /&gt;
&#039;&#039;This final section of the ritual text deals with an entity referred to as the &amp;quot;Mother of Sighs&amp;quot;. There is no additional context as to who or what it is, or even if this entity is real or simply a poetic creation. Any experimentation with the information here should perhaps be undertaken very cautiously.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
She is a woman of middle-years, plump yet not fat. Her face is kind, but her eyes are bottomless wells that seem full of compassion but truthfully – truthfully they are full of grief. Her dress matters not, but it is always in gentle colours of the earth and the late autumnal leaves. Her hands are calloused. She leans upon a gnarled staff, or kneels in the earth tending to a garden or to simple crops. In truth, her garden is a cemetery and the soil is sour. Sometimes, she sings for the dead and her songs are heartbreaking.&lt;br /&gt;
&lt;br /&gt;
She sighs for what is gone, and for the inevitable decline that attends all things. Her voice is always quiet, never raised in anger – she is disappointed by disrespect, not wrathful. She talks quietly of what is lost, of the pain and sorrow of life, of the rest and succour that lies beyond life. Let none speak to her for too long, for the preternatural sadness she brings makes the idea of self destruction seem appealing and will lead to tragedy.&lt;br /&gt;
&lt;br /&gt;
Tragedy, all ends, all comes to tears, in sighs, in darkness. Life is exhaustion, and struggle. Better to give in, she says in her quiet, gentle voice. Better to pass into darkness with dignity than to struggle and bellow against the night – because in the end it will still claim you. She is the mother of the weeping woman, and the daughter of the night hag.&lt;br /&gt;
&lt;br /&gt;
Her signs are sighs, quiet voices, dust, cold ash once a fire has burnt out, dry earth, her staff, things gone to rust, grave markers, and dirges for the dead.&lt;br /&gt;
&lt;br /&gt;
Evoke her name with rituals that kill, provided they do so gently. There is no wrath in the Mother of Sighs; let no violence be done in her name lest she depart and another arrive, for she is lover to the Fury. Her breath brings slow decline, crumbling, rusting, failing, weakness, senility. Breathe on the walls of the citadel and the wind will ruin it within a week.&lt;br /&gt;
&lt;br /&gt;
Send her forth in her terrible, gentle strength to take the life from an entire land and wither all the seed thereon. Evoke her with her sister-daughter and her sister-mother to stand watch over the Black Gate. Call on her to still the broken heart, and open the door to peace.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_winds_of_fashion&amp;diff=139380</id>
		<title>The winds of fashion</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_winds_of_fashion&amp;diff=139380"/>
		<updated>2026-05-28T13:10:22Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Luca ducked under the heavy wooden beam the stevedore was carrying his shoulder. The woman spat a curse at him as he did so, so he threw two back, one for the morning and one for the night as Valentina always put it. She shook her fist at him as he danced away backwards, keeping his eyes on her as did so. She&#039;d never catch him with that baulk of weirwood on her back, but if she cared enough to put it down, he&#039;d have to hightail it out of here.&lt;br /&gt;
&lt;br /&gt;
The sun was just rising on the dockfront. He liked to get up at Dawn. Enough light to see, not enough light for anyone to see what you were doing. Nothing illegal about it... but if he wanted to eat well this week, it was better if nobody saw him coming and going. The less people who knew where the pots were... the less chance one of them might suddenly go &amp;quot;missing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Having reached the waterfront, he looked left and right to check no-one was looking then reached down to grab the rope he tied to the wharf. Hauling hard, he pulled up his home-made trap, hoping for a big lobster or a crab, but it was empty. These traps were his Pride and joy - he&#039;d spent hours making them from flotsam and jetsam, after he&#039;d watcher the professionals at work out in the harbour. One day he&#039;d save enough to have a boat and be able to put his pots out in the bay, like they did. After that he&#039;d have enough to buy a proper ship and be a captain. And after that...&lt;br /&gt;
&lt;br /&gt;
His thoughts trailed off as he&#039;d reached the pier. A year ago this had been his best spot for one of his pots. He could climb down under the pier and then get right out over the water. It was dangerous down there - which was great, meant thieves stayed well away from his pots.&lt;br /&gt;
&lt;br /&gt;
Only problem was... the water just kept rising. When he&#039;d first chosen this spot, the water was way down at low-tide, plenty of room for him to clamber across the piers support timbers without fear or getting wet. Recently it seemed like it was always high-tide. Whenever he got down here the dark water would be lapping at the pier side, the timbers all fully underwater. Nothing for it... he was gonna have to get wet. Again.&lt;br /&gt;
&lt;br /&gt;
It was a nuisance, but this was his best pot. There was bound to be a fat lobster in there and Ma&#039;Bella would pay 5 rings for a good one. Getting wet was a price well worth paying for that kind of money! So long as the water didn&#039;t keep rising... everything would be fine.&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{Audio|link=https://www.youtube.com/watch?v=387RKuCCX-w}}&lt;br /&gt;
At the Summer Solstice 383YE, the [[The_Thrice-cursed_Court#Skathe|Hag Queen]] found a way to inflict a terrible curse on Sarvos - shattering every mirror in the Jewelled City. The curse destroyed every shard of silvered glass to be found anywhere. It was not just the countless elegant wall and vanity mirrors found in every wealthy Sarvosan home that were attacked.&lt;br /&gt;
&lt;br /&gt;
Folk legend has long held that if the mirrors were shattered then the city would surely fall. A [[The_DOOM_that_came_to_Sarvos#The_Shape_of_the_DOOM|sense of impending doom]] hung over the city, with fears of flooding, fires and worse. Imperial magicians confirmed that Skathe&#039;s curse had run its course, but a powerful hearth magic threatened peril if the city&#039;s shattered identity could not be restored.&lt;br /&gt;
&lt;br /&gt;
In response the city came together, not in restoration, but in renewal, resurgence and reinvention. The mirrors are gone, but Sarvosans do not mourn what is lost but instead celebrate what is gained. Once the [[Construct_House_Bourné_School_of_Couture|Bourné School of Couture]] is recognised, Sarvos will be reborn as the City of Masks.&lt;br /&gt;
&lt;br /&gt;
First though there is just the small matter of a little doom...&lt;br /&gt;
&lt;br /&gt;
==A Little Doom==&lt;br /&gt;
* &#039;&#039;&#039;A number of fires turn out to be the work of criminal arsonists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A major conflagration damages the waterfront of Caricomare&#039;&#039;&#039;&lt;br /&gt;
The fears of the Doom of [[Sarvos]] soon proved to be nothing more than the over-wrought imagination of a few playwrights. Worries of the rising sea levels in Caricomare turned out to be nothing more than a few high tides caused by a full moon and a conjunction of the Drowned Shepherd and they pass without incident. Concerns about the tide of rising corpses beneath the city were emphatically dealt with by the brave actions of the city&#039;s defenders as bravos and the like battled the creatures in the tight confines of the city sewers. And as for the overblown warnings that the entire city could go up in flames at any moment. Well, it turned out the City just needed a little help with that... and a little help is exactly what it got.&lt;br /&gt;
&lt;br /&gt;
In the months following the Autumn Equinox, the city is plagued by a series of fires, apparently beginning almost at random through the city. Several important buildings are badly damaged, but the efforts of the city&#039;s firefighters are enough to keep the blazes under control. A few weeks later, just as the final work is being completed on the new school of couture, the source of these terrible fires is revealed. Three [[bravo|bravos]] working for the Carta du Incendio are apprehended attempting to set fire to the [[College of the Liberated]] in [[Sarvos#Bocche|Trivento]]. Caught in the act, the college suffers only minor damage and on questioning it soon transpires that the Carta du Incendio has been deliberately setting fires in Sarvos in the hopes of ensuring that contracts for their firefighting skills would be forthcoming. All the criminals involved are quickly apprehended and tried by magistrates, both the bravos and the Carta&#039;s leaders who put them up to it.&lt;br /&gt;
&lt;br /&gt;
Everyone breathes a sigh of relief that the Doom of Sarvos has been averted. People are finally able to relax and celebrate. The school of couture is complete and will open soon, and Sarvos has an exciting future ahead. For a month all is good and then, two weeks before the Winter Solstice... a stevedore accidentally knocks a bucket of burning coals over while unloading timber on the [[Caricomare]] docks. The coals are scattered into a pile of broken packing crates that the dockworkers were planning to burn to keep warm. The fire catches hold, spreads, and burns for five hours before it can be brought under control. By the time that happens, half the waterfront is gone.&lt;br /&gt;
&lt;br /&gt;
Rebuilding will take time, but in the cool morning light it becomes clear that the damage is not as bad as it could have been. The docks still function - albeit under a pall of heavy smoke and a patina of ash. It could have been so much worse. There are a few jokes about Caricomare being &#039;&#039;the cursed district&#039;&#039; but they fall flat. This time the waterfront was damaged, but if the wind had been blowing in a different direction there&#039;s no doubt the fire would have swept inland, potentially turning Caricomare - and perhaps parts of the city proper - into a burnt wasteland.&lt;br /&gt;
&lt;br /&gt;
==The School of Couture==&lt;br /&gt;
* &#039;&#039;&#039;The House Bourné School of Couture has been completed in Sarvos&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Mirrored Maschieri will be appointed once the Senator for Sarvos decides how that is to be done&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The merchant-prince of House Bourné has prepared a letter to be delivered to whomsoever is appointed to the title&#039;&#039;&#039;&lt;br /&gt;
The new House Bourné School of Couture is not the largest building in Sarvos, but without doubt it is one of the most elegant. An extraordinary piece of architecture, no expense has been spared to ensure it reflects the very latest artistic styles. With its completion, the [[New_Imperial_titles|new]] [[Imperial title]] of the [[Mirrored Maschieri]] becomes available to be appointed. If Merchant Prince Genia Bourné di Sarvos was disappointed not to head up the new School, they show no sign of it. Quite the opposite in fact, the Prince seems to view the new position as a potential ally in her quest to ensure that Sarvos secures its position as the most dramatic, elegant and electrifying city in the world.&lt;br /&gt;
&lt;br /&gt;
To that end the prince has written a letter addressed to whoever takes on the new title, outlining a proposal for the League&#039;s benefits. She has passed the letter to the [[League_Egregore|League egregore]] who should have it on her person at the forthcoming summit. Once someone is appointed to the position, they can collect the letter from the Contessa.&lt;br /&gt;
&lt;br /&gt;
Of course that leaves the question of who is going to be appointed to the position. And how - the [[Senate motion]] to [[Construct_House_Bourné_School_of_Couture|commission the School of Couture]] provides no details on how the title will be elected. That question will have to be settled before anyone can benefit from the schemas. Since the details were not included in the original Senate motion, the authority to do that falls solely on the shoulders of the [[senator]] who [[Construct_House_Bourné_School_of_Couture|raised the motion]], the Senator for Sarvos, &#039;&#039;&#039;Nessetta Constanta&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==The Masks of Sarvos==&lt;br /&gt;
* &#039;&#039;&#039;The League can embrace Sarvos as the &#039;&#039;City of Masks&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Now that the school is complete, there is an opportunity for the city and the League to embrace a powerful new identity. The City of Mirrors is no more, but Sarvos could become the City of Masks. All the ingredients are there, but to complete the transformation requires the people of the League to embrace this new personae for the city. It is not just a matter of the people of Sarvos, how the city is seen by the other inhabitants of the League is almost as important as how Sarvos sees itself.&lt;br /&gt;
&lt;br /&gt;
To achieve this metamorphosis requires the League Assembly to pass a suitably worded [[mandate]] with a greater majority. Genia Bourné has suggested the following wording, but she has made it plain that she is a designer not a writer and she encourages the priests of the League to word the sentiments better than she has been able to.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=We proclaim our Pride by how we conduct every part of our life. We send {named priest} with 50 doses of liao to urge the League to embrace the City of Masks.|assembly=League Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed then Sarvos will become the City of Masks and the ominous doom that threatens the city&#039;s future will be averted. There may be additional unlooked for effects, hopefully benefits, but the civil service advise that matters of faith are hard for the civil service to predict, because they are complex, nuanced, and can be heavily influenced by changing conditions.&lt;br /&gt;
&lt;br /&gt;
==A Source of Celebration==&lt;br /&gt;
* &#039;&#039;&#039;There is talk of a new festival, a Masquerade, during the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
The hope of many is that if the League chooses to enact the mandate allowing Sarvos to become the City of Masks, then it will present an opportunity for celebration and festivities. The cities of the League has been buffeted by many headwinds in recent years, and Sarvos has suffered more than most, first with the piracy of the Grendel and now with the spite of the Hag Queen. What better way to show Skathe she has failed than by celebrating the triumph with a masquerade? A party where the dress code absolutely insists that everyone present wear a mask.&lt;br /&gt;
&lt;br /&gt;
Masquerades and masked balls have always been a popular part of League culture. Masks are such an important part of League life, that most citizens need little excuse to don one. Some masquerades have complex rules on what masks can be worn and what each signifies - others simply invite people to don their finest clothes, put on their finest manners and enjoy the revelries. A well thought-out masquerade is regarded as an artform in itself. Genia and some of the merchant princes of Sarvos and Tassato are already making plans to host their own masquerade, each looking to capitalise on the flowering or Pride that will follow if the mandate is enacted, each hoping to outdo the other.&lt;br /&gt;
&lt;br /&gt;
Both of the League egregores, the Contessa and the Harlequin suggest that now could be a perfect opportunity for those League citizens who attend Anvil to plan a masquerade of their own. The magical mirrors that his Grace, The Duke of Joy and Sorrow, used to bring to Anvil once a year were shattered along with the others when Skathe&#039;s curse struck Sarvos. It is not clear if the mirrors were in the city at the time, or whether their destruction is simply a reflection of the Jewelled City&#039;s fate. Either way they are gone... but could a masquerade not replace them?&lt;br /&gt;
&lt;br /&gt;
Of course to do it well, such a thing would need a lot of planning, a lot of preparation. But the timing would seem apposite, if the mandate were passed at the Winter Solstice. That would mean the well-to-citizens of the League who attend Anvil would have a season to prepare if they wanted to hold the masquerade at the Spring Equinox and that would allow the new celebration to capitalise on the effects of the mandate and revel in the moment of League&#039;s triumph over the Hag Queen.&lt;br /&gt;
&lt;br /&gt;
==Songs and Spices==&lt;br /&gt;
* &#039;&#039;&#039;Opportunities to build the Palace of Glass and the Greatest Taste still exist&#039;&#039;&#039;&lt;br /&gt;
On the run up to the Autumn Equinox Bethany Gustava von Sarvos and Martina di Sarvos presented alternative ideas for Sarvos, as the [[The_DOOM_that_came_to_Sarvos#The_City_of_Songs|City of Songs]] and the [[The_DOOM_that_came_to_Sarvos#The_City_of_Spices|City of Spices]] respectively. While passion for the City of Masks is already rising, it is not a fait accompli until the mandate is enacted. Either Bethany&#039;s plan to renovate the Glass Palace or Martina&#039;s dream to open a fabulous open-air restaurant could still provide a way to avert Sarvos&#039; doom. Time is pressing, but the city could still decide to commission and build one of them and then the mandate could be attempted the season after. In fact, both of the two buildings could be commissioned were the League so inclined to support the advancement of the arts in the city.&lt;br /&gt;
==The Lion&#039;s Academy Tournament==&lt;br /&gt;
* &#039;&#039;&#039;The Lion&#039;s Academy plans to present a bridge-duelling tourney in honour of the House of Couture&#039;&#039;&#039;&lt;br /&gt;
The Lion&#039;s Academy is a school of swordfighting based in Holberg, inspired by the legacy of [[Adelmar the Lion]]. The founder, Brann von Holberg, has praised the creation of the School of Couture less for what it says about Sarvos, and more for the recognition that the virtuous should strive for excellence in every endeavour - something close to the heart of their beloved exemplar. As a consequence, Brann wishes to sponsor a [[Bravo#Bridge_Duelling|bridge-duelling]] tournament at the upcoming summit. &lt;br /&gt;
&lt;br /&gt;
Eight [[free company|Free Companies]] of the League have been specifically invited to submit a participant. In addition, the tournament will begin with an open melee - open to any [[bravo]] who wishes to participate - with the last competitors left standing also earning a place in the tournament. Promotions for the tournament emphasise that the grand prize will not be determined solely by victories, but how fighters embody the ideal of the virtuous bravo and echo the inspiration of Adelmar. [[Ambition]], style, verve, and wit, as well as fighting spirit, are the traits that will win the day. Judges will be recruited to preside over the competition, and Brann hopes that the Mirrored Maschieri will be one of them.&lt;br /&gt;
&lt;br /&gt;
Brann von Holberg will visit [[Anvil]] on Friday evening to finalise the particulars of the tourney, and will welcomes assistance with organisation and promotion. The tournament itself taking place at 3pm on Saturday.&lt;br /&gt;
==Resolution==&lt;br /&gt;
Following the Winter Solstice, Aureliana di Sarvos enacted a mandate to formally renew Sarvos as the City of Masks.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sarvos]]&lt;br /&gt;
* [[The DOOM that came to Sarvos]] - Wind of fortune in which the DOOM is discussed&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_path_that_winds&amp;diff=139379</id>
		<title>The path that winds</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_path_that_winds&amp;diff=139379"/>
		<updated>2026-05-28T13:10:16Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:382YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Is all this really necessary? I mean it seems like an awful lot of expense just to mitigate the effects. There must be a better answer surely?&amp;quot; Megaris was staring at the map and mentally calculating how much mithril was involved. The numbers were staggering - more mithril than she&#039;d ever seen in her lifetime.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you see the latest letter from the magicians still living there? They&#039;re barely hanging on. They&#039;re desperately waiting for someone at Anvil to come up with something - anything - they can try. I believe they&#039;re waiting in vain. We&#039;ve won Spiral - but if the powers that be don&#039;t do something soon - we&#039;ll lose it all the same...&amp;quot; Hera&#039;s voice trailed off as she pushed her chair away from the table so that she could face towards the map. Her brother Antes, had moved to White Plume Mountain in Spiral just five years ago and there had been no word since. She had steeled her heart to accept the inevitable, but it still ached to talk about it.&lt;br /&gt;
&lt;br /&gt;
Megaris turned to face her colleague. &amp;quot;Sorry. I shouldn&#039;t have said that... I know...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s fine.&amp;quot; Hera cut her off - she didn&#039;t want to talk about Antes, it wouldn&#039;t do to lose her poise in front of her sentinel. &amp;quot;The point is that we have to do something.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I get that, I just... I dunno. I guess I hoped it would be easier than this.&amp;quot; The younger woman groaned to herself as soon as the words left her mouth. How could she have made such a foolish slip? She liked Hera, but the woman was so uptight she would make a Highborn question their virtues.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hope? You &#039;&#039;Hoped&#039;&#039; did you?&amp;quot; The tone was sharp, accusatory. Hera was animated now, leaning forward in her chair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s just a word Hera. There&#039;s no need to call the Inquisition - I&#039;m not about to start my own cult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you ever wonder why they banned Hope Antes? I mean Hate you can understand, and Anarchy is even worse. But Hope? Why do you think they forbade Hope?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Antes decided to shrug. There wasn&#039;t going to be a right answer to this question and she shoped a shrug might avoid having to give one. The long pause that followed forced her to admit the shrug had failed and some words would be required. &amp;quot;I guess... like... the Virtues are the good ones. And the others are... not good? For some reason...&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perfect - you&#039;ve nailed it.&amp;quot; Hera sniggered. &amp;quot;The others are not good. Very insightful. &amp;quot; The woman gestured to her ushabti and the creature shuffled forwards to push the chair over to the map, only stopping to allow the illuminate to collect her stick from the desk as they passed it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hope is the belief that some force is going to solve your problems for you. That somehow everything will just turn out for the best. No need for Courage, no need for Ambition, Wisdom, or Vigilance. No need to take action. Just Hope for the best! Hope is the most dangerous of the false virtues, because it breeds inaction. Why would you bother to build a network of towers to contain the Plateau when you &#039;&#039;Hope&#039;&#039; something better is going to come along? Hope is for those just wishing things would get better. The virtues, the true virtues, are what drive us to actually change this world for the better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But these towers don&#039;t really fix the problem - they&#039;re more like a bandage on a wound. Only this wound is not going to heal.&amp;quot; Antes wasn&#039;t sure she understand what the towers were actually going to do but she&#039;d rather talk about them than have a lecture on the virtues. Anything but that.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re half right. My towers won&#039;t fix the {{Black Plateau}}. But I&#039;ve seen nothing that can do that. But it will heal - given time. I calculate it will return to quiescence in perhaps nine or ten decades.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hundred years!?!&amp;quot; The note of shock and horror in Antes&#039; voice was plain, bitter memories of the last campaign against the Grendel flooding back.&lt;br /&gt;
&lt;br /&gt;
Hera just shrugged. &amp;quot;Well if you don&#039;t like it... We can always just - &amp;quot;Hope&amp;quot; - things will get better&amp;quot;.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cursed Luck==&lt;br /&gt;
[[Urizen]] has suffered much in the last two years. The Druj invasion has left many of the people of [[Zenith]] as prisoners of the cruel Druj. Great wonders - the [[Morrow#The_Halls_of_Knowledge_.28ruined.29|Halls of Knowledge]], the [[Zenith#Proceris|Golden Cascade]], the [[Morrow#Caeli|Gardens of Morrow]], and the [[Head Gardener of Urizen|Gardens of Pallas]] have been destroyed. [[Spiral]] has been poisoned with a madness that may never fade. Morrow has been invaded, its people driven west to avoid falling to the same fate as their neighbours in Zenith. Even Redoubt is not safe - threatened by the [[Grendel]] armada anchored off Sarvos.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Autumn Equinox it became clear that someone laid a curse of [[Naeve&#039;s Twisting Blight]] over the entire nation - well over [[Morrow]], [[Redoubt]], and [[Spiral]] at least. The Urizen are not farmers, as a rule, but those who are find their autumn harvests turning to rot and mould in front of their eyes. Dismal weather flattens the fields; a virulent strain of black footrot sweeps through the cattle. Across Urizen people fall sick with an unpleasant strain of influenza&lt;br /&gt;
&lt;br /&gt;
If the situation with the [[Citadel Guard]] were not already as bad as it could get... It seems as if there are traitors within the Empire who want to make the situation in Urizen even more terrible, and they are prepared to starve people to achieve it. Without aid from [[Highguard]], and food from the [[the Marches| Marchers]], many of the refugees in Morrow would have succumbed to starvation.&lt;br /&gt;
&lt;br /&gt;
The curse has largely run its course by the start of the Winter Solstice, but there is nothing to stop the malefactors repeating their sorcerous assault on the already besieged territory.&lt;br /&gt;
&lt;br /&gt;
==Zenith==&lt;br /&gt;
* &#039;&#039;&#039;Reports indicate that the Druj have anchored a powerful [[Druj miasma|miasma]] of despair over Zenith&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An opportunity exists to launch a surprise strike into Zenith and free some of the people trapped there&#039;&#039;&#039;&lt;br /&gt;
===Despair===&lt;br /&gt;
It has been nearly a year since the Druj drove the last Imperial defenders out of Zenith. As the Solstice draws near, scattered reports begin to filter through the passes which strongly imply that the Druj have anchored one of their foul [[Druj miasma|miasma]] across Zenith. Even the magic of [[Vale of Shadows]] offers little protection from it. It is more subtle than the murderous oppression that shrouds Spiral, but in some ways it is more insidious. Like the foul oppression the Empire encountered during the liberation of [[Reikos]], and again during the conquest of [[Ossium]], the miasma erodes hope, tears at the spirit, and breeds despair. All the [[Urizen_culture_and_customs#Poise|poise]] in Urizen is powerless against this shroud of dark thoughts. Without a [[Roleplaying_effects#Overcoming_Roleplaying_Effects|source of spiritual strength]] all but the very strongest wills will be overcome by the certainty that the only way to survive is to submit to the Druj. The Druj exploit the miasma at every turn to break the spirits of their miserable prisoners.&lt;br /&gt;
===Rage against the dying of the light===&lt;br /&gt;
When the Highborn armies made their slow fighting retreat west out of Zenith, they laid down their lives to buy as much time as possible for the people to flee to Morrow. Many escaped - but many more were left behind and are now enslaved by the Druj. A few have trusted to magic to shroud their spires, but for many the protection of the Vale of Shadows was beyond their capabilities. They now languish under the cruel whip of the orcs of [[the Mallum]]. With an aura of despair settling over the territory, it seems that hope of a speedy resolution has been extinguished.&lt;br /&gt;
&lt;br /&gt;
Yet not everyone is prepared to abandon the people left in Zenith. Several bands of [[sentinel|sentinels]] from the spires of eastern Morrow, northern Spiral, and the groups who escaped Zenith have been campaigning fiercely for a strike into Zenith to rescue as many people as possible. They are supported by Highborn soldiers from the Valiant Pegasus and Granite Pillar, and even by a few heralds of [[Phaleron]] who have been actively helping citizens of Morrow reach safety over the last season. Taking counsel together, they propose a daring raid across the mountains from Spiral to try and locate and rescue as many people as possible.&lt;br /&gt;
&lt;br /&gt;
Such a raid is not without risk, and is unlikely to impact the Druj armies directly. The sentinels and their allies will need to travel quickly and stealthily, taking advantage of the broken terrain, the forests, and the new marshes. Every direct confrontation runs the risk of alerting the Druj to what is happening and once they realise that there is a force trying to free their prisoners... the cruel Druj are likely to ensure that there is nobody left to rescue even if it costs them slaves.&lt;br /&gt;
&lt;br /&gt;
The sentinels have examined their strategies and are convinced that &#039;&#039;now&#039;&#039; is the optimal time to strike. With what they hope is the majority of the Druj force engaged in Morrow by Imperial armies these last three months they anticipate that the eyes of the Mallum are turned westward towards the mountains, not south towards the darkness of Spiral.&lt;br /&gt;
====Participation====&lt;br /&gt;
During the coming season, there will be an additional option accessible through the [[Military unit#Take_Independent_Action|paid work]] dropdown menu - &#039;&#039;&#039;&#039;&#039;Strike into Zenith&#039;&#039;&#039;&#039;&#039;. This may be taken by any [[military unit]] captain, and represents an attempt to free as many of the citizens of Zenith as possible from their Druj masters. &lt;br /&gt;
&lt;br /&gt;
Each standard military unit assigned to the &amp;quot;Strike into Zenith&amp;quot; action effectively adds 100 points toward successful resolution of the opportunity. Each additional rank for an [[military unit#upgrades|upgraded]] or [[enchantment|enchanted]] military unit adds another 20 points. Rituals and other effects that increase the ranks of a unit performing paid work (such as [[Shroud of Mist and Shadow]] or [[Merciless Wrath of the Reaver]]) will increase the effective strength for purposes of this special action. In a similar manner to a spy network, the total strength assigned to the opportunity will decide the outcome.&lt;br /&gt;
&lt;br /&gt;
* If less than 1000 points of strength are assigned to the action, the project will be unsuccessful. A handful of Urizen will be rescued, at most a tenth of those who are held prisoner, but the Druj will be alerted to the presence of the strike force before it can achieve much more. &lt;br /&gt;
&lt;br /&gt;
* If at least 1000 points of strength are assigned to the action, the project is partially successful. Up to a fifth of the Urizen currently trapped in Zenith will be freed, and brought back to the (relative) safety of Spiral from where they can make their way to Redoubt.&lt;br /&gt;
&lt;br /&gt;
* If at least 3000 points of strength are assigned, the project will be more successful. Two fifths of the Urizen currently trapped in Zenith will be freed - either escorted back to Imperial territory or at least given a chance to make their own way back. In addition to the civilians freed, the sentinels will be able to rescue prisoners taken from the Highborn soldiers who fought in the defence of Zenith. The Valiant Pegasus, Granite Pillar, and Seventh Wave will each regain an additional 100 lost casualties at the start of the Spring Equinox - even if they are not currently engaged in resupply.&lt;br /&gt;
&lt;br /&gt;
* If at least 5000 points of strength are assigned, three fifths of the Urizen civilians currently trapped in Zenith will be freed. The raiders will also may also uncover additional details about the situation in Zenith. The number of Highborn soldiers rescued increases to 250 each, and in addition sufficient Sentinels will be liberated from the Druj to provide the Citadel Guard with 250 resupply.&lt;br /&gt;
&lt;br /&gt;
The purpose of the raid is to rescue people, not to strike directly at the Druj. As a consequence, each military unit will receive half of their normal production, weighted toward a combination of crystal mana, herbs, and valuables (money). &lt;br /&gt;
&lt;br /&gt;
The strike into Zenith is desperate - but if it is successful it may free thousands from the clutches of the Druj. In each case, the effect would be similar to that achieved by [[Fight_or_flight#Evacuation|evacuating morrow]]. A portion of the tax revenue generated by Zenith that was lost when the territory was conquered would be moved to Redoubt, along with a similar fraction of the costs as escaping citizens make new homes in the southern territory.&lt;br /&gt;
&lt;br /&gt;
===Limited Opportunity===&lt;br /&gt;
The raid into Zenith is only available following the Winter Solstice. By the start of the Spring Equinox, the situation in eastern Urizen will have changed sufficiently that the sentinels and their allies will no longer be prepared to risk the attack.&lt;br /&gt;
&lt;br /&gt;
==Spiral==&lt;br /&gt;
* &#039;&#039;&#039;An opportunity exists to provide a measure of protection to the spires of Spiral&#039;&#039;&#039;&lt;br /&gt;
Spiral has been liberated, but in the process it was almost as bad as if it had been lost. The {{Black Plateau}} is awake, and angry, and its influence is felt across the territory. Urizen have been forced to leave in droves - and the situation shows no sign of improving. It may well be that even if the current terror subsides, Spiral may &#039;&#039;never&#039;&#039; return to the relative peace it once knew before the Grendel invasion.&lt;br /&gt;
&lt;br /&gt;
One of the biggest problems at the moment is that it is extremely difficult for anyone to actually live in Spiral, much less prosper. The constant oppression of the {{Black Plateau}} invades the dreaming mind and quickly begins to warp the perceptions of those who are awake. The orcs have almost entirely been driven out of Spiral - while they still technically control [[Spiral#Apulus|Apulus]] but it is not entirely clear who precisely &amp;quot;they&amp;quot; actually are right now. Still it is no surprise then that there is no sign of people wishing to return to the haunted territory.&lt;br /&gt;
===The Block===&lt;br /&gt;
A group of [[Urizen_religious_beliefs#Illuminates|illuminates]] in [[Spiral#Cinion|Cinion]] believe they may have at least a partial solution to the problem. It will do nothing to alleviate the core problem - that the {{Black Plateau}} is active - but it may make it more feasible for people to return to the territory. The &#039;&#039;&#039;Illuminated Circle of Bloodsilver Twilight&#039;&#039;&#039; have been studying the way that the mithril of the [[Legacy]] helps to at least partially shield the minds of the workers from the effects of the {{Black Plateau}}. They have also been exploring the effects of a certain burnt circle of blasted and burnt trees that seems to be a powerful locus of [[Winter magic]]. Nobody who sleeps within that particular circle reports any problems with the madness of the Plateau - at least in the immediate term.&lt;br /&gt;
&lt;br /&gt;
With that in mind they have drawn up a proposal. Their experiments led them to believe that a carefully shaped block of mithril, aligned with the [[The Oak|Oak]] and the [[The_Key_and_The_Lock#The_Lock|Lock]] could be used to harness the power of the [[regio]] that lies at the heart of the blasted grove, and send out waves of magic across the territory following the old heliopticon paths. &lt;br /&gt;
&lt;br /&gt;
While it is in no way powerful enough to impact the emanations of the {{Black Plateau}}, any spire built in the territory with the correct web of mithril nodes would be able to focus that energy and protect the inhabitants of the spire from the worst of the Plateau&#039;s influence.&lt;br /&gt;
&lt;br /&gt;
The project they are proposing will require 40 wains of mithril, 80 crowns, and three months to complete. &lt;br /&gt;
&lt;br /&gt;
This proposal will provide sufficient mithril to build the central block in Cinion, and to provide a suitable tracery of mithril to every major spire in the territory. The effect would be immediate - the current penalties suffered to the production of [[mana site|mana sites]], [[congregation|congregations]], [[herb garden|herb gardens]], [[mine|mines]], and [[forest|forests]] owned those living in Spiral would be removed. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the protection offered by the block would mean that people would be feasibly able to live in Spiral despite the curse of the {{Black Plateau}}, allowing for a slight increase in the rate of recovery for the territory and its contributions to Imperial coffers.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the power of the block would not be sufficient to deal with all the problems encountered by those &#039;&#039;outside&#039;&#039; the warded spires. The penalties to armies, in particular, and the increased upkeep of the Legacy, would not be affected. &lt;br /&gt;
&lt;br /&gt;
Likewise, the wilderness outside the Spires would continue to be extremely dangerous, meaning there would be significantly less travel around the territory. This means that the penalty to [[business|businesses]], [[farm|farms]], [[fleet|fleets]] and [[military unit|military units]] would remain unchanged.&lt;br /&gt;
&lt;br /&gt;
==Morrow==&lt;br /&gt;
* &#039;&#039;&#039;An Arcane Projection has peen prepared that can collapse the passes into Morrow, protecting it from outside forces.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the passes are collapsed, it will be impossible to move a campaign army between Morrow and Zenith, or between Morrow and Therunin.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability to move campaign armies between Morrow and Redoubt will be restricted to the bridge between Operus and Iteri.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The arcane projection will be delivered to the &#039;&#039;Ariadne&#039;&#039;, the Senator for Morrow, in time for the Winter Solstice.&#039;&#039;&#039;&lt;br /&gt;
One of the lessons that the recent Druj invasion, following on the heels of the Grendel invasion as it did, is that Urizen is ultimately vulnerable. Perhaps more so than any other nation in the Empire except perhaps [[the Brass Coast]], now that peace has been secured with the Thule. The relative ease with which the Druj took Zenith and the speed with which they were able to attack Morrow, has left many Urizen concerned for the future.&lt;br /&gt;
===Collapsing the Passes===&lt;br /&gt;
One magician refuses to ignore these lessons however. &#039;&#039;Fausta of the Arbiter&#039;s Seat&#039;&#039; was away studying at [[Madruga#The_Lyceum|the Lyceum]], when her home fell to the Druj. In the months since, she has been consumed by a singular purpose. A powerful [[briar]] mistress of [[Spring magic]], Fausta has long been inspired by the Highborn heroine [[Casinea#Casfall|Casca]]. While working with her colleagues on the codification of [[Mountain Remembers Its Youth]] she was further inspired to do some theoretical work of her own - work that has led her to propose a dangerous plan and prepare an [[arcane projection]] to support it.&lt;br /&gt;
&lt;br /&gt;
Many magicians who have studied the[[Morrow#Peregro|hot springs of Peregro]] and the powerful currents in the earth speculate that one day the entire region may erupt in a catastrophic fashion. Fausta&#039;s arcane projection harnesses that potential cataclysmic energy - inasmuch as Spring magic can be &amp;quot;harnessed&amp;quot;. Her magic will cause a series of earthquakes across Morrow over the coming season, sufficient to cause significant damage to the passes into [[Therunin]], [[Zenith]], and [[Redoubt]]. &lt;br /&gt;
&lt;br /&gt;
Once the magic has run its course, all major access from Morrow to the forests of Therunin, and through the mountains to Zenith, will be sealed. As with the high mountains of Spiral, it will be impossible to move a campaign army from Morrow to Zenith or Therunin - or vice versa.&lt;br /&gt;
&lt;br /&gt;
The damage will be less extensive to the southern peaks - it will still be possible to move a campaign army between Morrow and Redoubt but &#039;&#039;only&#039;&#039; over the river between [[Morrow#Operus|Operus]] and [[Redoubt#Limus|Limus]] - and the southern banks of the river at least are currently protected by the fortified town of [[Redoubt#Cargo|Cargo]].&lt;br /&gt;
&lt;br /&gt;
Despite the destructive forces unleashed, Fausta is confident that the damage to the spires and other structures will be minimal as long as people are sensible. The magic &#039;&#039;will&#039;&#039; however be apparent to magicians in the territory, meaning that the Druj will have ample time to retreat into Zenith if that is what they wish to do - but if they remain behind they will find themselves trapped in Morrow with no easy means of escape.&lt;br /&gt;
&lt;br /&gt;
There is one other side-effect that Fausta warns may be relevant - the magic is likely to see strong earthquakes in Peregro, and some upheaval in the ground, and it is likely that the region will become just as &#039;&#039;hilly&#039;&#039; as its neighbours by the time the ritual is complete.&lt;br /&gt;
&lt;br /&gt;
The arcane projection will be delivered to &#039;&#039;&#039;Ariadne&#039;&#039;&#039;, [[Senator]] for Morrow, in time for the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Limited Opportunity===&lt;br /&gt;
Fausta&#039;s [[arcane projection]] takes advantage of a specific conjunction of [[the Wanderer]], [[the Mountain]], and [[the Drowned Shepherd]]. She predicts that the conjunction is likely to last only until the end of the Spring Equinox 383YE after which it may be some years before that conjunction occurs again.&lt;br /&gt;
==Redoubt==&lt;br /&gt;
* &#039;&#039;&#039;Tulley of Elos has created two arcane projections designed to bring hope to the citizens enslaved by the Druj.&#039;&#039;&#039;&lt;br /&gt;
In recent years, Redoubt has remained the most secure of the Urizen territories. In the past, some magicians have looked down on the people of Redoubt - dismissing them as &amp;quot;practical&amp;quot; or &amp;quot;adequately martial in nature&amp;quot;. Today, Redoubt is the only territory that is still intact and still completely in Imperial hands, as well as a hub for international diplomacy. That stability has been hard fought for - both the Grendel and the Druj have made limited forays into Redoubt over the last few years but each time they have been turned back.&lt;br /&gt;
&lt;br /&gt;
This stability has also given some opportunity for reflection over the last few months denied to those actively fighting the forces of darkness.&lt;br /&gt;
===A Message of Hope===&lt;br /&gt;
There is one last consideration for the magicians of Urizen, and it is raised by a [[Urizen_magical_traditions#Stargazer|stargazer]] from Redoubt named Tulley of Elos. The quiet magician was supporting the forces that liberated the Spire of the Arbiter&#039;s Seat, and was profoundly affected by what they found there. After discovering that the people of the spire had lost all hope and given themselves over to the power of [[Kaela]] in the belief that they had been abandoned, the stargazer has come to believe that the Winter eternals gift is a potentially lethal threat not only to the people of Urizen, but also potentially to the people of Dawn.&lt;br /&gt;
&lt;br /&gt;
The problem, they argue, is that the Druj are adept at inducing feelings of despair - both with their cruel miasma and with the tyranny they bring to bear at very turn. In conditions of absolute despair, even the strongest may seek an escape - and Kaela&#039;s gift represents an all-too-appealing escape especially to those who believe that they will eventually be reincarnated. As such Tulley is deeply concerned that unless the Empire acts quickly, there will be nobody left in either Zenith or the Barrens to actually rescue.&lt;br /&gt;
&lt;br /&gt;
The stargazer has produced two arcane projections, one for their fellow Urizen magicians and one for the magicians of Dawn. Each is a ritual of the Day realm of magnitude 40, that focuses power through the egregore of the respective nation.  One will target every Imperial citizen in the nation of Urizen, the other to every Imperial citizen in Dawn. It draws on the connection between the egregore and every citizen of the nation - the same bond that the egregore can use to tell if someone is still alive or not.&lt;br /&gt;
&lt;br /&gt;
Over the next week or so, every citizen of the nation will receive a momentary message - a message of hope. A moment of certainty that they have not been forgotten and that help is on the way. The magic is insufficient to break the hold of the Druj miasma, and the effect will eventually fade, but Tulley believes that it will be enough to prevent anyone else from succumbing to despair except in the most extreme circumstances. Those facing imminent torture and death at the hands of the cruel orcs will still be able to use Kaela&#039;s gift, but those who simply fear they have been abandoned by the Empire may find enough fortitude to continue.&lt;br /&gt;
&lt;br /&gt;
After a great deal of soul-searching, Tulley intends to have them delivered to &#039;&#039;&#039;Zephaniah&#039;&#039;&#039; the [[Grandmaster]] of the [[Sevenfold Path]], who may decide whether they should be used or not.&lt;br /&gt;
&lt;br /&gt;
Tulley could perform the ritual without too much difficulty with the aid of their coven - but fears that doing so may mark them all out as heretics or blasphemers. The problem as Tulley is quick to recognise, is that the Empire considers Hope to be a [[Malign_spiritual_presences|malign spiritual force]] that deceives and impedes travel through the Labyrinth. While the magic does not directly focus an aura of spiritual power in the way anointing or consecration might, it still deals with an emotion that Imperial priests consider to be anathema.&lt;br /&gt;
&lt;br /&gt;
==Boons for Mages and Sentinels==&lt;br /&gt;
* &#039;&#039;&#039;[[Sadogua]] offers a boon of magical power to the magicians of Urizen, Dawn, Varushka, and the League&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He also has three rings of Spring magical power that he will bestow on the Archmage of Spring if the Conclave passes a certain Declaration of Concord.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal [[Janon]] intends to offer additional power to the rituals [[Champions Shining Resolve]] and [[Still Waters, Running Deep]] especially when used on Urizen heroes.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Boon of Sadogua&#039;&#039;&#039;&amp;lt;br&amp;gt;Sadogua&#039;s boon to the magicians of Urizen, Dawn, Varushka, and the League requires a magician to go to the Anvil Regio before midnight on the Friday of the summit. They need to mark the rune Diras on their hand, and affirm their friendship with him with at least thirty seconds of appropriate roleplaying. it must be obvious to everyone nearby what you are doing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Once the roleplaying is complete, their personal mana is increased by 2 points. This effect lasts until the end of the Winter Solstice, or until they no longer bear the rune of Diras on their hand. This is an increase to both current and maximum mana for the duration of the event . It does &#039;&#039;not&#039;&#039; require the assistance of a referee; only the appropriate, obvious roleplaying and the mark of the rune.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Please remember that you can only take advantage of this opportunity on Friday night, and only if you are from one of the four listed nations and have the magician skill. You can only take advantage of this boon once, you cannot gain the benefits multiple times.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Brother of Wizards===&lt;br /&gt;
Last season, the [[Sadogua|Brother of Wizards]] offered boons to help the Urizen against the Druj. He continues to reach out the magicians of the southern mountains as best he can, citing both his good relations with the [[Conclave]] and his personal friendship with  &#039;&#039;&#039;Elyssiathain of Endsmeet&#039;&#039;&#039; the Archmage of Night. Last season he offered [[magic items]] and support for the [[Citadel Guard]]. This season he again has two boons to offer.&lt;br /&gt;
&lt;br /&gt;
Firstly, he offers a boon to the magicians of those nations who are actively fighting to punish the Druj. On Friday night, any magician of [[Urizen]], [[Dawn]], [[Varushka]], or [[the League]] may come to the [[Regio#The_Imperial_Regio|Imperial Regio]] and receive his aid. They will need to mark one of their hands with the rune [[Diras]] - which is his favoured rune - and verbally affirm their friendship with him. If they do so before midnight, they will be able to partake a little of his essence. For the duration of the Winter Solstice, their reserves of personal mana will be increased. It is his hope that they will use this magic to bring devastation to the Druj, but he warns that this will be last time he can offer this boon - his resources are stretched enough as it is.&lt;br /&gt;
&lt;br /&gt;
Secondly, he has been consulted by &#039;&#039;Fausta of the Arbiter&#039;s Seat&#039;&#039; with regards to her arcane projection - and he is aware that there are a number of Urizen magicians who would strike directly against the Druj with the destructive power of magic if they could. The Globbersnotch is not an expert in [[Spring magic]] by any stretch of the imagination, but after due consideration he is prepared to offer a small boon to the magicians of the Empire that might be of use in performing Fausta&#039;s magic - or indeed any similar destructive magic of the Spring realm. He has a trio of very old rings that he created a very long time ago indeed for another group of powerful magicians, long before there was an Empire. Each has the power to enhance a ritual of Spring magic when wielded by a magician versed in the lore. He has reinvigorated the enchantment on the rings, and will deliver them to the [[Archmage]] of Spring to bestow on those who are prepared to use them against the Druj.&lt;br /&gt;
&lt;br /&gt;
All he asks in return is that the Conclave pass a suitably worded [[Concord|Declaration of Concord]] exonerating Sadogua of any blame in the fall of Terunael, and condemning the decision of the Conclave in the time of [[Empress Teleri]] to declare him an enemy of the Empire. If the Conclave passes that declaration, he will arrange for the rings to be delivered the very next morning. If the Conclave is not prepared to make this small gesture he entirely understands, and there will be no hard feelings.&lt;br /&gt;
&lt;br /&gt;
One final thing - once the magic of the rings expires, at the start of the Winter Solstice 383YE, he requests that they be returned to him as they have significant sentimental value.&lt;br /&gt;
&lt;br /&gt;
===Fire of War===&lt;br /&gt;
The [[Sadogua|Brother of Wizards]] is not the only eternal offering boons to those prepared to face the Druj. The eternal [[Janon]] is not especially a friend of the Empire, but neither is he a foe, and he has a great deal of interest in the passions that drive mortals. Three nights ago, fires in the vicinity of powerful Night magicians in Urizen received a visitation - a voice speaking with tongues of flame offered the boon of Janon to any warrior of Urizen prepared to burn the Druj.&lt;br /&gt;
&lt;br /&gt;
The boon is straightforward, and possible inspired by Sadogua, but a little more tricky to enact. On Friday night, Janon will focus his power on the [[Regio#The_Imperial_Regio|Imperial regio]] after sunset. from that point until dawn the next day, he will offer his power to the ritual [[Champions Shining Resolve]] and [[Still Waters, Running Deep]]. Any Imperial magician performing one of these rituals at that time may invoke the power of Janon - this requires every [[Rituals#Contributors|contributor]] to verbally acknowledge the eternal by any one of his names and ask him for his aid.&lt;br /&gt;
&lt;br /&gt;
Members of any coven that does so may substitute [[Materials#Dragonbone|dragonbone]] for crystal mana while performing either of the affected rituals. Two measures of dragonbone will count as a single crystal mana. Unlike many similar powers, even those who have not mastered the ritual may make this substitution.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the target of the ritual is a citizen of Urizen the usual requirement that additional targets be from the same [[banner]] will instead become members of the same nation - that is, any number of Urizen characters can be included in a single casting of the ritual using the normal rules for additional targets.&lt;br /&gt;
&lt;br /&gt;
Finally, if the target of the ritual is an Urizen citizen who has the [[Heroic skills#Hero|hero]] skill, then the effect will be significantly increased. Champion&#039;s Shining Resolve will provide three hero points, while Still Waters, Running Deep will provide four. Only characters who have the skill innately - that is who have bought the hero skill with character points - can benefit from this significant improvement.&lt;br /&gt;
&lt;br /&gt;
There is a downside however - every member of a coven evoking Janon, and every target of the ritual they are performing, will become subject to the effects of [[Unfettered Anarchy]] at the completion of the ritual even if the [[enchantment]] created is later removed.&lt;br /&gt;
==Resolution==&lt;br /&gt;
The [[Senate]] discussed the matter of [[The_path_that_winds#The_Block|the Block]], and chose to [[commission|commission]] its [[Construct_Mithril_Block|construction]]. The ritual to &#039;&#039;[[The_path_that_winds#Collapsing_the_Passes|Bring Down the Mountain]]&#039;&#039; was not cast - the passes of [[Morrow]] remain open and it will be some years before the conjunction that allowed it to work comes round again - assuming it ever does. Likewise, neither of the rituals designed to send [[The_path_that_winds#A_Message_of_Hope|a message of hope]] to the people of Urizen and Dawn were performed.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_fortune&amp;diff=139378</id>
		<title>383YE Autumn Equinox winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=383YE_Autumn_Equinox_winds_of_fortune&amp;diff=139378"/>
		<updated>2026-05-28T13:10:10Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Autumn]][[Category:Recent History]]&lt;br /&gt;
{{CaptionedImage|file=Notices.jpg|align=left|caption=A moment spent perusing a noticeboard could easily suggest new ambitions.|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire&#039;s military campaigns [[383YE_Autumn_Equinox_winds_of_war|here]].&lt;br /&gt;
&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We&#039;ve done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.&lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters &#039;should&#039; know based on what their roleplaying says they have been doing for the past three months.&lt;br /&gt;
&lt;br /&gt;
Many winds of fortune open with a short section of in-character text. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip. They&#039;re mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===A Broken Frame (Conjunctions)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Heroes&#039;&#039;&#039;&lt;br /&gt;
During each Solstice and Equinox opportunities exist for Imperial heroes to use the [[Sentinel Gate]] to travel to places around the Empire and occasionally beyond. There they can intercede at moments of crisis to determine the direction that events will take. Many of the conjunctions of the Gate are opportunities for heroes to fight the enemies of the Empire, while others are more peaceful in nature. As much as possible, the civil servants, the war scouts, and the egregores of each nation work together to determine where these conjunctions will go and what might be achieved if they are taken advantage of.&lt;br /&gt;
&lt;br /&gt;
This season there are conjunctions across the Empire, including some in the marshes, in the new territory of Ossium, in the wild lands of Spiral, in the sewers beneath Sarvos, in Sermersuaq, and even further afield.&lt;br /&gt;
&lt;br /&gt;
You can learn about the conjunctions [[A broken frame|here]]. There are other conjunctions mentioned in other Winds of Fortune where they are specifically appropriate. These conjunctions also represent only the ones that are likely to include combat, and that have been identified by civil servants and egregores - other conjunctions will certainly exist that are not common knowledge.&lt;br /&gt;
&lt;br /&gt;
===All the News From Twin Town===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Tassato and Miaren; Imperial Senate; League Assembly; Imperial Consul; Arratan Gamble&#039;&#039;&#039;&lt;br /&gt;
Tassato - foremost city of the League - is home to the most articulate and diplomatic people in the Empire. Centuries of arguing among themselves have honed their talent for verbal interplay. While Sarvos and Holberg wrestle with supernatural curses, and Temeschwar suspiciously looks for enemies within and without, the people of Tassato concentrate on the important things - politics and prosperity.&lt;br /&gt;
&lt;br /&gt;
No city - and no nation - exists in a vacuum. In the coffee houses and lecture halls of Mestra and Regario, and in the pages of the newspapers and broadsheets, the cleverest people of the Empire discuss matters as diverse as the prestige of the Imperial Consul, the status of the city of Seren, and the problematic situation of the Whittle folk across the border in the Mournwold. Surely the most savvy politicians in the Empire can find opportunities - and solutions - to these pressing problems?&lt;br /&gt;
&lt;br /&gt;
You can learn about the proposals of the politicians of Tassato [[All the news from Twin Town|here]].&lt;br /&gt;
===The Blessing Way (Orc Affairs)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs, citizens of Holberg and Sermersuaq; Prosperity Assembly; Imperial heroes; Imperial Consul, Ambassador to Otkodov, and Imperial Fleet Master&#039;&#039;&#039;&lt;br /&gt;
The Empire is surrounded by orc nations, with many more orcs  now living within Imperial territory. The Druj, Jotun and the Grendel are barbarian enemies, whilst the orcs of Otkodov and the Great Forest, the Sand Fishers of Misericorde, the former Jotun thralls of the Mournwold, and the orcs of Ossium are all foreigners. Each nation has their own agenda, which is often counter to the needs of the Empire, and each has their own unique relationship with their Imperial neighbours&lt;br /&gt;
&lt;br /&gt;
With the Autumn Equinox fast approaching, now is the time to speak of hands outreached, of treaties honoured, of conquerors and thralls, of diplomatic delegations, and of the cruel intentions of the Druj.&lt;br /&gt;
&lt;br /&gt;
You can learn about the pressing orc affairs this season [[The blessing way|here]]. Additional information about the Mournwold orcs can be found [[In the flat field|here]].&lt;br /&gt;
&lt;br /&gt;
===Crowned in Rose and Heather===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; especially the Synod and the Senate&#039;&#039;&#039;&lt;br /&gt;
On the last night of the Summer Solstice, [[Empress Lisabetta|Imperatrix Lisabetta Giacomi von Holberg]] and her husband Juha the Cave Spider, the [[Imperial Magus]], retired together as normal. By the next morning they were gone. No-one saw them leave their quarters. No-one has seen them since.&lt;br /&gt;
&lt;br /&gt;
On the available evidence, the Constitutional Court has had little choice but to announce that both [[the Throne]] and the Magus must be legally considered to either be dead, or to have resigned their positions.&lt;br /&gt;
&lt;br /&gt;
Easy enough for them to say, but there are still many questions to be answered. The Empire had become used to having a Throne again, and the repercussions of losing the Imperatrix and her husband have the potential to be far reaching indeed.&lt;br /&gt;
&lt;br /&gt;
You can learn about these questions and repercussions [[Crowned in rose and heather|here]].&lt;br /&gt;
===Desolation of Yoorn===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
Last Summer, a union of Navarr magicians placed the potent Winter [[curse]] [[Wither the Seed]] on [[Liathaven]]; this Summer they also laid it on [[Brocéliande]]. The purpose of the curse was to impede the spread of the [[vallorn]] and weaken its spawn - provided nobody provokes the vallornspawn of course.&lt;br /&gt;
&lt;br /&gt;
But the curse is one of the most enduring known to Imperial magicians, taking fully three decades to run its course and having far-reaching implications for everyone who lives under its shadow.&lt;br /&gt;
&lt;br /&gt;
Corey Wayfarer and the national assembly have urged the nation to come together to support the inhabitants of Liathaven and Brocéliande, and now the people of Navarr are faced with difficult choices about how to proceed.&lt;br /&gt;
&lt;br /&gt;
You can learn about the impact of the curse on Liathaven and Brocéliande [[Desolation of Yoorn|here]]. There are two other Winds of Fortune of particular interest to the Navarr this season which you can find [[Rise of Terunael|here]] and [[Fall of Brocéliande|here]].&lt;br /&gt;
===The DOOM That Came to Sarvos===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Sarvos; Imperial Senate; Imperial Synod; General of the Iron Helms&#039;&#039;&#039;&lt;br /&gt;
Sarvos - foremost city of the League - is known across the Empire for the refinement of its citizens. yet now the Hag Queen has sent agents to bring her curse to Sarvos - shattering every mirror in the Jewelled City and darkening the glittering beacons that adorned every roof forever.&lt;br /&gt;
&lt;br /&gt;
The people of Sarvos have long believed that if the mirrors were destroyed some DOOM would surely follow in their wake. Water, fire, or the claws of the dead... it is hard to shake the certainty that some terrible fate is imminent. Yet Sarvos has weathered curses before, and storms, and orc invasion. The malice of Skathe is just another challenge to be met with the head held high. For the people of Sarvos are not mirrors to be broken; they are the most sophisticated people in the Empire and they will not be beaten by the spite of one jealous eternal.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the situation in Sarvos [[The DOOM that came to Sarvos|here]].&lt;br /&gt;
===Double Dare===&lt;br /&gt;
* &#039;&#039;&#039;Brass Coast&#039;&#039;&#039;&lt;br /&gt;
The recent endeavour to have the inhabitants of Segura contribute to the defence of the territory to encourage military units to fight there have been successful. The only flaw was that no actual fighting took place, though of course that did at least mean the Empire lost no more territory there. Sadly the focus of the barbarians appears to have shifted to Feroz, where the Grendel have made significant advances. As a result there is a proposal to extend the Segura scheme to cover Feroz as well, albeit with some caveats.&lt;br /&gt;
&lt;br /&gt;
Although there were mixed messages from the Freeborn Assembly in the Imperial Synod, they did endorse a mandate encouraging corsairs to attack Grendel shipping and to look for opportunities to take the fight to the invaders. In response captains have pooled their information and managed to identify four possible targets. If the Assembly can pick one for them to focus on, then they will carry out all the planning needed to prepare a fully-fledged raid.&lt;br /&gt;
&lt;br /&gt;
You can learn more about these opportunities for the Brass Coast [[Double dare|here]].&lt;br /&gt;
&lt;br /&gt;
===Fall of Brocéliande===&lt;br /&gt;
* &#039;&#039;&#039;Navarr, Dawn, and Highguard; Imperial Senate; Navarr and Highborn assemblies; Imperial Conclave&#039;&#039;&#039;&lt;br /&gt;
For the past year, a tempest has raged in Brocéliande. Driven by the Heirs of Terunael and the Children of the Green Mother, the vallorn strove to pour its filth into Boar&#039;s Dell and Elerael.&lt;br /&gt;
&lt;br /&gt;
After the Summer Solstice the strength of the vallorn reached its peak but with the aid of many allies the hungry tide was weathered and driven back.&lt;br /&gt;
&lt;br /&gt;
Now the tide recedes, and a well-earned respite begins. Now is the time to look to the future of Brocéliande; to consider how to prepare for future battles and perhaps to take a chance to free a little more of the world form the terrible green grasp of the vallorn.&lt;br /&gt;
&lt;br /&gt;
You can learn about the situation in Brocéliande [[Fall of Brocéliande|here]]. There are two other Winds of Fortune of particular interest to the Navarr this season which you can find [[Rise of Terunael|here]] and [[Desolation of Yoorn|here]].&lt;br /&gt;
===Great Prosperity and Strength===&lt;br /&gt;
* &#039;&#039;&#039;Dawn, Wintermark, Imperial Orc, Urizen, and League national assemblies; Prosperity assembly; Marchers; Esteban I Del Rio Blanco I Guerra&#039;&#039;&#039;&lt;br /&gt;
It has been a rocky couple of years for the Imperial Bourse, with no fewer than five Seats now in the hands of orcs of one kind or another. Certainly there have been successes - the Crawling Depths are being brought up to &lt;br /&gt;
Imperial standards, and a new weirwood grove has been discovered in Liathaven. Yet stability in the Bourse feels like a distant memory.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also been a rocky year for the public auction at Anvil. With the Cinderpath Exchange finally built, with the Iron Roundtower constructed in Varushka, and the Invisible Cord Brokerage commissioned it seems that the people of the Empire would rather have a fair price and the knowledge their Bourse materials will go to strengthen their nation that simply line their pockets. Much of this disruption has been sponsored by the Prosperity Assembly, but even the Imperatrix herself was clear that the public auction was not operating for the benefit of the common people of the Empire. Now, other nations are seeing the possibilities presented by national Bourse ministries over the vagaries of the public auction and its days are surely numbered.&lt;br /&gt;
&lt;br /&gt;
You can learn more about developments in the Bourse, and opportunities for the various nations to take control of their own resources, [[Great prosperity and strength|here]].&lt;br /&gt;
&lt;br /&gt;
===In the Flat Field===&lt;br /&gt;
* &#039;&#039;&#039;Marchers; Imperial Senate; Imperial Synod&#039;&#039;&#039;&lt;br /&gt;
The Marchers have continued to press forward with their plans to bring the Jotun thralls living in the Mournwold into their nation. Lily Guildenstern made the breadbasket available to the folk of the Marches with the intent that it be used to encourage both peoples to come together to celebrate the Autumn Wassail. But there is one group of folk living in the Mournwold who are not remotely prepared to countenance celebrating the Wassail with the hated Jotun.&lt;br /&gt;
&lt;br /&gt;
The village of Whittle. Their heretical Hatred of the orcs, and the Jotun in particular, is well known. Now the Marcher assembly has spoken plainly on the matter, the Whittle folk must recant their spiritual crimes, or face the consequences. Yet even though the area is known to be a hotbed of Hatred, the law as it stands at present only allows the Imperial Synod to condemn people by name. People cannot be tried and executed simply on suspicion of being hateful. The first step has been taken. Now the second step must follow, and it promises to be a very painful step.&lt;br /&gt;
&lt;br /&gt;
You can learn about the situation in the Mournwold [[In the flat field|here]].&lt;br /&gt;
&lt;br /&gt;
===In the Garden of Defiance===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Holberg; Imperial Senate; Imperial Synod, especially the League, Highborn, and Marcher Assemblies; Keeper of the Kennels&#039;&#039;&#039;&lt;br /&gt;
Holberg - foremost city of the League - is known across the Empire for the imagination and innovation of its citizens. Who else could have kept the hated Druj at bay for thirty years? Who else could have built the grand Walls of Holberg - a true wonder of the age?  Yet the city has proved all too vulnerable to treachery. Agents of the Hag Queen have unleashed a malignant curse that has ruined the beauty of Holmauer Park, and threatened the civic pride of every citizen of the eastern city.&lt;br /&gt;
&lt;br /&gt;
While the destruction of the park is a tragedy the people of Holberg refuse to be bowed by it. This is an chance for them to show their character - and to capitalise on the opportunities presented by the disaster. Every cloud has a silver lining - and every setback contains a chance for profit if one is just clever enough to identify it. And the people of Holberg are nothing if not clever.&lt;br /&gt;
&lt;br /&gt;
You can learn about the destruction of Holmauer Park - and the opportunities that destruction presents - [[In the garden of defiance|here]].&lt;br /&gt;
&lt;br /&gt;
===Large But Far Away (Trade Winds)===&lt;br /&gt;
* &#039;&#039;&#039;Fleet captains; Ambassadors; Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
The churning sea of international politics is dangerous at the best of times, home to vicious sharks, hidden reefs, and unplumbed depths of treachery and pragmatism. Relations between nations can change in an instant. The Empire is powerful, but there are five other great nations of similar power that jostle shoulder-to-shoulder to dominate the world stage. The Empire is not without allies - the [[Commonwealth]] and the [[Sumaah Republic]] are fellow members of the [[Ratify Liberty Pact|Liberty Pact]]. The Pact has its opponents as well - the [[Asavean Archipelago]] and the [[Principalities of Jarm]] are increasingly dissatisfied with the Empire&#039;s stance on slavery. In the middle, there are the [[Sarcophan Delves]], who like to keep their options open.&lt;br /&gt;
&lt;br /&gt;
While the Empire has any number of problems closer to home, it would be dangerous to ignore the influence that these five other great nations may wield within its borders - or over those who dwell just beyond them.&lt;br /&gt;
&lt;br /&gt;
You can learn about recent developments among the great powers of the known world [[Large but far away|here]].&lt;br /&gt;
&lt;br /&gt;
===The Lights of Temeschwar===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Temeschwar; Imperial Senate; Imperial Synod&#039;&#039;&#039;&lt;br /&gt;
Temeschwar - foremost city of the League - is known across the Empire for the grim ruthlessness of its citizens. Perhaps one of the oldest cities in the Empire, it was raised by the strength of the Vard, protected by the wisdom of the Ushkans, and yet still exemplifies the ambitious and entrepreneurial spirit of the League. They are no stranger to curses, and while the Hag Queen&#039;s agents have not directly harmed the city, many of its citizens feel the lash of the insult given to the League nonetheless.&lt;br /&gt;
&lt;br /&gt;
Perhaps Skathe knew better than to risk drawing their wrath. Even an eternal should tread carefully around the descendants of Ratibor, relentless heirs to a hard city at the very edge of civilisation. &lt;br /&gt;
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You can read more about the situation in Temeschwar [[The lights of Temeschwar|here]].&lt;br /&gt;
===Love and Rockets===&lt;br /&gt;
* &#039;&#039;&#039;Dawnish troubadours; Highguard; Highborn assembly&#039;&#039;&#039;&lt;br /&gt;
For two seasons, the Grey Pilgrims walked the trods in Dawn, speaking to yeomen and noble alike, asking honest questions about faith and spirituality. Alone of all the other nations of the Empire, the Dawnish welcomed this open conversation of faith, relishing the chance to share conversation with the Pilgrims as fellow wayfarers. Inspired by the Highborn example, and proud of their faith and keen to share it, the Dawnish offered to return the gift, to send their troubadours to Highguard to show them Dawn&#039;s way.&lt;br /&gt;
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That offer has now been taken up. The Dawnish have encouraged every troubadour to travel to Highguard to teach them about glory and love... and the Highborn have welcomed them with open arms.&lt;br /&gt;
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You can learn about how this exchange of faith has gone [[Love and rockets|here]].&lt;br /&gt;
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===Mercy is Weakness===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod; Sword scholars; Urizen national assembly&#039;&#039;&#039;&lt;br /&gt;
Despite the best efforts of the Druj, the sword scholar Temple of the Winds has been completed in Morrow, a year since it was originally commissioned. Their numbers greatly reduced by their fight against the Mallum orcs, the scholars nonetheless gather under the banner of the Tempest Jade Maiden to resume their crusade against foolishness and irrationality. With the full support of the Wisdom assembly, their example will now spread across the entire Empire preventing any Synod mandate that does not have a clear greater majority from being enacted.&lt;br /&gt;
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So far the Synod has welcomed the return of the sword scholars, but not everyone shares their enthusiasm. While opportunities exist for assemblies to embrace the sword scholars&#039; example, there are those who are deeply concerned about what will happen if the followers of Sulemaine become more influential.&lt;br /&gt;
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You can learn more about the impact of the sword scholars on the Imperial synod, and the opportunities to increase it [[Mercy is weakness|here]].&lt;br /&gt;
===A Mountain of Vipers===&lt;br /&gt;
* &#039;&#039;&#039;Ship captains; Imperial Senate; Imperial Synod; Quaymaster of Black Sails, Eastern Broker, and Ambassador to Axos&#039;&#039;&#039;&lt;br /&gt;
The Empire has long laboured to bring change to the citadels of [[Axos]]. The eastern nation may be smaller and less influential than their neighbours to the west, but the Axou are nothing if not proud and ambitious. With the aid of Imperial sponsors they have joined the Liberty Pact - taking their place as partners with the giants of the Empire, Sumaah, and the Commonwealth. They have seized every opportunity this new status grants them with both hands. This includes the recent Synod mandate encouraging Imperial Citizens to reach out to the sorcerous citadels in the name of mutual prosperity; a mandate that promises significant economic benefits for both nations.&lt;br /&gt;
&lt;br /&gt;
You can read about these opportunities [[A mountain of vipers|here]]. You can also read more general details of the diplomatic and trading relationship between the Empire and Axos [[Small_but_nearby#Citadels_of_Axos|here]].&lt;br /&gt;
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===No Time For Ease (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;All Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
The [[the Throne|Throne]], [[Empress Lisabetta|Imperatrix Lisabetta]], used her power to [[The_Throne#Address_the_Empire|address the Empire]] to permit Gabriel Barossa, [[General]] of the Wolves of War present a personal message to all Imperial citizens. You can read his message [[No time for ease|here]].&lt;br /&gt;
===A Pleasing and Deceptive Face (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Archmages; Sagua i Ezmara; Ceinwen Eternal, Urien Novarion of Dawn; Lady Izett, [[Knight-protector]] of Summer; Alan Fletcher, Jacques Flayer, Lady Claudia Varkulova Remys, Lord Armand Remys, Lord Romande Remys, Mael Donjeon and Olivia Sepulchre, Victor van Holberg, Natasha Ivanova Arkady von Holberg, Monzcarro van Holberg, Gancio, Flávio Capra Gláucio de Regario, Estella Krazentia Callabrese Von Holberg, Dr. Marlien von Holburg, Warrakine Ashenhide Arch; Xanthius of the New Imperial Artisan; Imperial Consul; [[Imperial Seer]], [[Penumbral Watcher]], and [[Imperial Spymaster]]; [[Silver Chalice]]&#039;&#039;&#039;&lt;br /&gt;
The [[archmage|archmages]] have each invited an [[eternal]] of the appropriate realm to attend a [[archmage#Parely|parley]] with them as representatives of the Empire. Replies have duly been received.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox the courtiers of the &#039;&#039;[[Eleonaris|Queen of Pennants]]&#039;&#039; will host a gathering and the agents of the &#039;&#039;[[Estavus|Mistress of Shikal]]&#039;&#039; will arrange a &#039;&#039;veilingmarkt&#039;&#039;; the &#039;&#039;[[The_Thrice-cursed_Court#Surut|Ashen Prince]]&#039;&#039; and the &#039;&#039;[[Kimus|Seer Clad in Raiment of Light]]&#039;&#039; will both speak to certain chosen guests; and the &#039;&#039;[[Lashonar|Caucus Forum]]&#039;&#039; opens its doors once again to the Archmage of Night and the [[Imperial Consul]].&lt;br /&gt;
&lt;br /&gt;
So far so ordinary; but while the &#039;&#039;[[Yaw&#039;nagrah|Green Mother]]&#039;&#039; declines the offer of parley a &#039;&#039;seventh&#039;&#039; eternal places a request of their own - an eternal who seems to be entirely unknown within the Empire. Just who &#039;&#039;is&#039;&#039; this &amp;quot;&#039;&#039;Lord Rain&#039;&#039;&amp;quot;, and why &#039;&#039;have&#039;&#039; his emissaries requested a parley with the Archmage of Spring? Only one way to find out...&lt;br /&gt;
&lt;br /&gt;
You can learn about the responses to the plenipotentiary messages, and the unexpected additional request for a parley, [[A pleasing and deceptive face|here]].&lt;br /&gt;
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===Power, Corruption, and Lies (Winds of Magic)===&lt;br /&gt;
* &#039;&#039;&#039;Practically anyone&#039;&#039;&#039;&lt;br /&gt;
The Winds of Magic blow, and bring with them news of magics celestial, mortal, and eternal. Of a conjunction of destruction and transformation; of curses laid and broken; of shrouds and stars; of magic castles and lights in the sky; of dreams visionary and mystic; of ice giants; of challenges and games and tontines and charms; of the wrath of Eleonaris; and of the riddles of the whispering wind.&lt;br /&gt;
&lt;br /&gt;
Something for everyone, blown on the Winds of Magic.&lt;br /&gt;
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You can learn all about these magical effects [[Power, corruption, and lies|here]].&lt;br /&gt;
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===Rise of Terunael===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Military Units; Generals; Assembly of Nine; Vigilance assembly&#039;&#039;&#039;&lt;br /&gt;
The Heirs of Terunael are traitors to the dream of the Navarr. Most recently they helped drive the chaos in the Liathaven and Brocéliande, working with the monstrous Children of Yaw&#039;nagrah to spread the vallorn&#039;s terrible green grasp.&lt;br /&gt;
&lt;br /&gt;
With their defeat in Brocéliande, the assumption is that they will be forced to fall back... and assumption that could have been dangerously premature.&lt;br /&gt;
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Fortunately, the vigilance of the Assembly of Nine has set the Silent Bell to investigate their activities - and discovered that far from receding they are gathering in force in Therunin, Hercynia, and Liathaven. Now they are poised to drive the vallornspawn into a murderous frenzy that, while it won&#039;t spread the vallorn&#039;s infestation, could be disastrous for the Navarr nation.&lt;br /&gt;
&lt;br /&gt;
You can read about this threat [[Rise of Terunael|here]].  There are two other Winds of Fortune of particular interest to the Navarr this season which you can find [[Fall of Brocéliande|here]] and [[Desolation of Yoorn|here]].&lt;br /&gt;
===Small But Nearby (Trade Winds)===&lt;br /&gt;
* &#039;&#039;&#039;Fleet captains; Ambassadors; Imperial Synod; Imperial Orc assembly; Livia of the Spire of Celestial Cascade, Lord Colwynn de Rondell and Astrid Fjellrevening Rezia di Tassato.&#039;&#039;&#039;&lt;br /&gt;
The Empire and its peers are considered &amp;quot;great nations&amp;quot; - countries who have a visible impact on the world stage. Not every nation is as powerful and influential however. Around each of the great nations cluster a number of smaller, less powerful nations. While they are weaker, and while their impact on the rest of the known world is very limited, their size does not prevent them having an effect on their larger neighbours. Three human nations lie in close proximity to the Empire - the Citadels of Axos, the Faraden trading empire, and the Duchies of the Iron Confederacy - and for the Empire at least relations with these three is at least as important as relations with the five other great nations.&lt;br /&gt;
&lt;br /&gt;
You can learn about recent developments among the Empire&#039;s human neighbours [[Small but nearby|here]].&lt;br /&gt;
===Something Must Break===&lt;br /&gt;
* &#039;&#039;&#039;Urizen; Imperial Synod; General Nicassia; Doyen of the Spires; Galene Netherwatch&#039;&#039;&#039;&lt;br /&gt;
In the heavens, the stars shift. The Wanderer brings the Great Wyrm, the Drowned Shepherd, and the Claw into triune alignment. Transformation. Ending. Destruction. Baleful influences softened and subverted through transformation. Change arising from destruction. An end to the old, and an embrace of the new. All concepts that have particular resonance right now for the people of Urizen. &lt;br /&gt;
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It reflects the changes that have overtaken the nation in recent years, supporting the idea that despite a period of destruction and suffering this is a time for transformation and not for endings. It brings with it a singular opportunity to empower the Citadel Guard. It reflects the transformation arising from loss that has led to the Great Library, and to the Doyen of the Spires. It even echoes in the raising of the Three Watchers - and in the potential for a new alignment between the people of the Empire and the denizens of the realms.&lt;br /&gt;
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You can learn more about these opportunities [[Something must break|here]].&lt;br /&gt;
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===Three Soldiers===&lt;br /&gt;
* &#039;&#039;&#039;Highguard; Urizen&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Ashen Flame invoked a boon from the eternal Adamant, to send a legion of his koboldi to aid in the construction of a great wonder. In the months that followed the little creatures carved three immense statues out of the mountains - each nearly two hundred foot tall - of Highborn soldiers guarding the pass from Morrow to Zenith. Towering over the surrounding landscape, they are a permanent tribute memorialising the Highborn blood spilled to protect the people of Urizen.&lt;br /&gt;
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At the base of the central statue is a small shrine created in anticipation that people might travel to gaze upon the work. The shrine was consecrated with true liao by Aurum of the Nightingale Temple, and now bears a powerful aura of Loyalty. The scale of the statues is breath-taking, but combined with the power of the true aura, the Urizen works will have a dramatic effect, and ensure the story of the fight against the Druj will resound through the ages.&lt;br /&gt;
&lt;br /&gt;
You can learn about the Three Watcher and their effects [[Three soldiers|here]].&lt;br /&gt;
===Three&#039;s A Crowd===&lt;br /&gt;
* &#039;&#039;&#039;Ambassadors to Axos, the Commonwealth, and Sumaah&#039;&#039;&#039;&lt;br /&gt;
Any of the signatories of the [[Ratify Liberty Pact|Liberty Pact]] is entitled to call a meeting of the membership if they have an issue to discuss. At the recent Summer Solstice, notification was sent by the Empire to the other nations of the Pact to indicate that the Empire wished to discuss the situation regarding the nation of Faraden. Two of the three delegates have arrived, but the delegation from Axos is missing.&lt;br /&gt;
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Given the situation, the Sumaah and the Commonwealth delegates politely request that the Empire delay the meeting for a season. This will allow more time to ensure that all signatories are fully briefed on the purpose of the meeting - and give time for Sumaah and the Commonwealth to present suggestions of their own.&lt;br /&gt;
&lt;br /&gt;
You can read about the Liberty Pact situation [[Three&#039;s a crowd|here]].&lt;br /&gt;
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===Woven as a Weapon===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Senate; Imperial Synod; Aquillian Effugere of Ankarien&#039;s Revenge&#039;&#039;&#039;&lt;br /&gt;
The [[trods|trod]] network was created by the ancestors of the Navarr after the fall of the Terunael Empire to combat the [[vallorn]]. The magic employed is elegant and subtle, creating a web of pathways crisscrossing the Empire. People walking the trods draw on the magical strength of the vallorn, weakening the corrupt Spring infestation in to process.&lt;br /&gt;
&lt;br /&gt;
This approach has endured for centuries, allowing the Navarr to steadily weaken the vallorn. Now the Imperial Senate has passed a motion to commission Graciana i Lopez i Guerra to [[appraisal|appraise]] the trods to research options to improve their effectiveness at depleting the vallorn.&lt;br /&gt;
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You can read more about the appraisal [[Woven as a weapon|here]].&lt;br /&gt;
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==Other Events==&lt;br /&gt;
There are a number of other events and situations which are noteworthy, but which for whatever reason have not led to a full Wind of Fortune in their own right. &lt;br /&gt;
===The Briar Question===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod; Briars&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, four statements of principle were raised in various assemblies that were upheld with [[greater majority|greater majorities]]. In matter of fact, the statement that seemed to kick off the discussion, raised by Brat Umbral Path was &#039;&#039;defeated&#039;&#039; by a greater majority rather than being upheld. But his call for the people of Navarr to address the [[383YE_Summer_Solstice_Synod_judgements#Judgement_67|dangers posed]] by allowing those of [[briar]] [[lineage]] to achieve high office resulted in three counter statements that were fully supported by the assemblies where they were raised - including [[383YE_Summer_Solstice_Synod_judgements#Judgement_67|that of Raelyn Holdfast]] which was also raised in the Navarr national assembly.&lt;br /&gt;
&lt;br /&gt;
The problem is that the Navarr nation, as a whole, are more inclined to agree with Brat Umbral Path than they are with Raelyn Holdfast and the Navarr assembly. As far as the majority of the Navarr are concerned, briars may well have a connection the [[vallorn]]. They are certainly prone to odd behaviour - as evidenced by the [[383YE_Summer_Solstice_winds_of_war#Keep_Breathing|peculiar dreams]] experienced in [[Brocéliande]], and the reports of [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|odd briar behaviour]] reported in [[Reikos]] before that. It may not be pleasant to address, but briars &#039;&#039;do&#039;&#039; make [[Vallornspawn_husk#Vallornspawn_Husks_and_Briars|powerful servants]] of the vallorn when they fall to the miasma - more powerful than any other lineage or unlineaged humans. Worse, as [[Rise of Terunael|recent events]] have reinforced, as far as the Navarr can tell &#039;&#039;all&#039;&#039; the Heirs of Terunael traitors are briars. And while you can&#039;t say that all briars are traitors... it does appear to be true that all traitors are briars.&lt;br /&gt;
&lt;br /&gt;
While intellectually many Navarr understand that a briar has their place in the Dance like everyone else, few are entirely comfortable in the presence of such a being, and they are rarely welcome among the Navarr, and there is some concern that the priests of the national assembly have forgotten just how significant a threat they potentially pose.&lt;br /&gt;
&lt;br /&gt;
The response is similar, albeit somewhat more muted, in Varushka. The [[383YE_Summer_Solstice_Synod_judgements#Judgement_67|statement of Irina Vasillova Dukov]] condemns the persecution of briars. Unfortunately, it also appears to attempt to demand that the Varushkan people be [[Loyalty|Loyal]] to the briars - something that does not sit well with the Varushkan people especially in light of the [[Like a hurricane|statements of the Loyalty assembly]] and the [[383YE_Summer_Solstice_Synod_judgements#Judgement_67|mandate enacted by Anastasiya Volkov]]. They also rankle slightly at the suggestion they may persecute their briar neighbours. The majority of the Varushkan people have no interest in persecuting briars - but it is well known that their wilful nature often makes it difficult for them follow the rules, and that a briar left to their own devices in a dangerous situation will simply end up harming themselves and others. It would be foolish - unwise even - to ignore these solid facts and risk a briar who gave in to the urging of the [[Spring magic]] in their blood bringing disaster on a vale.&lt;br /&gt;
&lt;br /&gt;
As such, these statements, and the statement of Josephine of Adina&#039;s Charge in the Pride Assembly, have so far achieved little beyond raising a few grumbles in Navarr, Varushka, and among the Highborn (who have their own opinions on the challenges faced by lineaged folk). It is possible that a statement raised in the [[Assembly#General_Assembly|General assembly]] would be more effective but it should be noted that prejudices against briars - against all lineaged people - often have some basis in incidents where they have given in to their magical nature and acted in a way that invites criticism.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Brat Umbral Path, Statement of Principle, Navarr National Assembly, Summer 383YE, Not Upheld 14-146&amp;quot;&amp;gt; Due to the connection to the vallorn, Navarr briars should not be given the freedom to interfere with the war against our great enemy. As such, the nation should not vote for them to assume Imperial positions.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Raelyn Holdfast, Statement of Principle, Navarr National Assembly, Summer 383YE, Upheld 150-8&amp;quot;&amp;gt; We the Navarr assembly recognise that the briars among us are human, capable of Virtue, and citizens of the Empire. To prevent them from standing for or holding Imperial Positions based on their lineage instead of their actions runs directly counter to the teachings of Pride, Ambition, and the Doctrine of Human Destiny.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Josephine of Adina&#039;s Charge, Statement of Principle, Pride Assembly, Summer 383YE, Upheld 277-0&amp;quot;&amp;gt;Pride inspires others, it does not demean them.&amp;quot; People all over the Empire judge and demean briars for what they are rather than what they do. This is a massive failing of Pride and we encourage everyone to challenge any who would demean briars based on their lineage alone.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Irina Vasillova Dukov, Statement of Principle, Varushkan National Assembly, Summer 383YE, Upheld 120-0&amp;quot;&amp;gt; In concert with our fellows in virtue across other assemblies, we the Varushkan national assembly utterly condemn the persecution and disloyalty being displayed to the Empire&#039;s briar citizens. We urge all virtuous citizens to treat our briar fellows with the same Loyalty and Pride they show any other citizens.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ossium===&lt;br /&gt;
* &#039;&#039;&#039;Varushka; Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Spy Network&amp;lt;/p&amp;gt;&lt;br /&gt;
During the Spring Equinox, a [[spy network]] was established in [[Ossium]] by the [[Senate]]. Completed just before the Summer Solstice, it supported Imperial [[military unit|military captains]] in exploring the grasslands, marshes, and forests of the new [[Varushka|Varushkan]] territory. Characters who participated in this activity will receive a copy of the territory map, and information about key features of the territory, in their packs at the event. This information will be added to the main wiki following the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
The scouts have also located two more of the Druj [[Druj_miasma#Miasma_Pillars|miasma pillars]] that anchor the atmosphere of dread. You can learn more about them [[A_broken_frame#Ossium|here]]&lt;br /&gt;
&lt;br /&gt;
The civil service are examining the information gathered by the scouts, and will present a number of [[spoils of war]] and other opportunities to take advantage of the territory at the Winter Solstice.&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Settlers&amp;lt;/p&amp;gt;&lt;br /&gt;
A slow wave of settlement spreads across the newly conquered territory of Ossium in the north-west. New Varushkan vales are being established across [[Ossium#Bittershore|Bittershore]] and the [[Ossium#Galath Fields|Galath Fields]], but only the most adventurous or ambitious settlers are establishing themselves in the forests or the marshes. There have been a few altercations with the local orcs, and a few attacks by the Druj-sponsored bandits still in the woodlands, but for the most part the settlement is progressing without a hitch.&lt;br /&gt;
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Following the [[declaration]] of the [[Conclave]] that &#039;&#039;[[383YE_Summer_Solstice_Conclave_sessions#Concord_.E2.80.93_Ownership_of_The_Nest_in_Webwood|the nest in Webwood belongs to Arhallogen]]&#039;&#039;, settlers are advised to give the area around the temple there a wide berth - meaning there are even fewer Varushkans prepared to risk that area of the woods than there are interested in settling in [[Ossium#Echofell|Echofell]], [[Ossium#Nearweald|Nearweald]], or the [[Ossium#Drownbark Forest|Drownbark Forest]].&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Foreigners&amp;lt;/p&amp;gt;&lt;br /&gt;
During the Summer Solstice, a tricky decision faced the Senate. They could declare the orcs living in Ossium - those who are not Druj or Druj sympathisers - to be foreigners easily enough but the question of what to &#039;&#039;do&#039;&#039; about them also needed addressing. Would the Senate choose to encourage them to stay in Ossium and live alongside the Varushkan settlers, or encourage them to move through the deep forests and haunted hills of Varushka to Skarsind? In the end the [[Declare_Ossium_orcs_as_foreigners|Senate motion]] simply declared &amp;quot;&#039;&#039;the former orc tribes subjugated by the Druj in Ossium as being foreigners in Imperial Lands&#039;&#039;.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
As a consequence, the assumption from both the civil service and the orcs of Ossium themselves is that they are free to continue living in their villages, and that the Varushkans are free to trade with them and employ them. Not every orc is interested in working for humans, of course. Some are still afraid that the moderately benign face the Empire is showing them will slip at any moment and reveal their true, cruel nature. Yet as the Druj miasma is slowly rolled back from the territory, and the Empire continues to station armies in Ossium, the orcs see more and more of the benefits of being allies of the Empire, the number of orcs prepared to risk working with the Imperials increases. This will certainly present new [[opportunity|opportunities]] to the Varushkan settlers in the coming months; and will also mean that the contribution of Ossium to the Imperial Treasury will improve much more quickly.&lt;br /&gt;
&lt;br /&gt;
It is not impossible to encourage the orcs of Ossium to move to Skarsind; indeed some may make the journey under their own recognisance. The majority of orcs will remain in Ossium however, unless the Empire makes further steps to encourage large numbers of them to leave the territory.&lt;br /&gt;
&lt;br /&gt;
This could be done by passing a new Senate motion encouraging them to move, which would allow the Eastern Sky who are present in the territory to escort them to Skarsind this coming season by taking an appropriate order. (The Senate could also pass a motion encouraging them to stay which would ensure the future prosperity of Ossium, and put paid to any further efforts to move them).&lt;br /&gt;
&lt;br /&gt;
{{SOP|statement=We the Varushkan National Assembly welcome the priests of the Imperial Orcs to preach the Way and that of the life of opportunity of the legions, to the former subjugated tribes of orcs by the Druj, living in Ossium.|by=Belakov, Wolf of Karsk, Varushkan Assembly|when=Summer Solstice 383YE|vote=156-0}}&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Matters of Virtue&amp;lt;/p&amp;gt;&lt;br /&gt;
If the Senate prefer not to settle the matter, then the Synod could take action. If the Synod wish the Ossium orcs to move then one way to increase the likelihood of them doing so would be for Imperial Orc preachers to come to the territory. During the Summer Solstice, Belakov, Wolf of Karsk, raised a [[statement of principle]] in the Varushkan assembly to &amp;quot;&#039;&#039;welcome the priests of the Imperial Orcs to preach the Way and that of the life of opportunity of the legions, to the former subjugated tribes of orcs&#039;&#039;.&amp;quot; The statement was upheld by the Varushkan assembly with a [[greater majority]].&lt;br /&gt;
&lt;br /&gt;
If the Imperial Orcs wish to take advantage of this offer, then their assembly will need to raise a suitably worded [[statement of principle]] of their own. If it achieves a greater majority the likelihood is that it will lead to opportunities for preachers to visit the territory and speak in more detail with the orcs who dwell there.&lt;br /&gt;
&lt;br /&gt;
Although this approach would not require a senate motion, it would take considerably longer, which would mean lengthy delays for the Eastern Sky if they still plan to escort the orcs.&lt;br /&gt;
{{Anchor|Fire at the Bitter Vats}}&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;Fire at the Bitter Vats&amp;lt;/p&amp;gt;&lt;br /&gt;
Despite the relatively smooth settlement process, there are a few hiccups. A month after the Summer Solstice, the [[Chilled_to_the_bone#The_Bitter_Vats|Bitter Vats]] in [[Ossium#Lomaa|Lomaa]] are ruined by fire. Attempts to combat the flames are hampered by heavy clouds of smoke, heady with narcotic and poisonous vapours. The damage is contained, thankfully, but the hall is gutted. An investigation by magistrates suggests that an accident, rather than malice, is to blame for the flames but that does not prevent some of the residents muttering about &amp;quot;orc saboteurs in their midst&amp;quot;&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size: 1.2em; font-weight: bold; margin: 10px 0 0 0;&amp;quot;&amp;gt;The Druj and the Sand Fishers&amp;lt;/p&amp;gt;&lt;br /&gt;
By now, news of the alleged threat posed to the Sand Fishers in Holberg by the Druj has reached Ossium. Some of the local orcs are very concerned indeed about what is going to happen there. If Imperial heroes defeat the Druj and protect the Sand Fishers it will likely have a positive influence on relationships between Imperial citizens and the orcs of Ossium. On the other hand, as a particularly pragmatic Ketsov points out to anyone who will listen, if the Empire &#039;&#039;doesn&#039;t&#039;&#039; protect the Sand Fishers and they are punished by the Druj, then many of the orcs will be &#039;&#039;much&#039;&#039; more receptive to any suggestion that they leave Ossium. Of course, many of them will simply flee into the woods or hide from the Empire, but most would simply do what they were told for fear of meeting the same fate as the Sand Fishers.&lt;br /&gt;
{{SOP|statement=We have Pride in our shared history and heritage between Suaq and Hylje. The Hylje have demonstrated their Loyalty and Courage as has been recognised. It is time for the people of Wintermark to match such Loyalty and display Vigilance and Prosperity though action. We encourage all Suaq to reach out to the Hylje where they can do safely and respectfully to reconnect via this shared heritage and offer aid to them where it is needed.|by=Elvar Vulfson, Wintermark Assembly|when=Summer Solstice 383YE|vote=214-0}}&lt;br /&gt;
&lt;br /&gt;
===Hylje===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, after a great deal of discussion, Alfa Dunning was appointed as [[Mediator of Hyljehal]], with a responsibility to maintain good relations between Wintermark and the &#039;&#039;hylje&#039;&#039;. Furthermore, Elvar Vulfson raised a [[statement of principle]] to the Wintermark assembly calling for &amp;quot;&#039;&#039;all Suaq to reach out to the Hylje&#039;&#039;.&amp;quot; The assembly agreed, upholding the statement with a [[greater majority]]. In the months since, a number of Suaq bands have made trips to the Hyljehal on the Rikkivesi to trade, exchange tales, and talk about the sorry state of [[Sermersuaq]].&lt;br /&gt;
&lt;br /&gt;
As a consequence of the Hyljehal being built, and as a result of Elvar&#039;s judgement in the Wintermark assembly, news has reached Anvil that a representative of the &#039;&#039;hylje&#039;&#039; coming to Anvil in the company with some Suaq friends. They wish to formally meet &amp;quot;the people of Wintermark&amp;quot; and to &amp;quot;cement relations between the people of the lakes and the people of the marshes, the hills, and the tundra&amp;quot;. They are expected to arrive around seven o&#039;clock in the evening on Saturday, and will be looking for the Wintermark camp. They especially want to meet Alfa Dunning; to thank Elvar Vulfson for their words; and to renew oaths of friendship with the people of the tundra.&lt;br /&gt;
&lt;br /&gt;
===Frederick di Sarvos===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
Frederick di Sarvos, noted architect, has accepted his [[383YE_Summer_Solstice_Synod_judgements#Judgement_56|vindication]] by the Ambition assembly but has complained bitterly at what he feels is the grudging manner with which it was worded. He remains unhappy at the way he was treated and does not intend to offer any further &amp;quot;[[Focused_and_methodical#Statement_of_Endeavour|Statements of Endeavour]]&amp;quot; to the Synod or to the Empire. Indeed, he has several times publicly warned his peers against getting tangled up with the Synod, and at least some of them have listened. &lt;br /&gt;
&lt;br /&gt;
Regardless of his unhappiness, he is prepared to make good on his word and build one of the [[Focused and methodical|great commissions]] he designed and presented. The Senate can still [[commission]] either the [[Focused_and_methodical#Holberg_University|Frederick di Sarvos Faculty of Architecture]], [[Focused_and_methodical#Diora_University|Diora University College of Autumn Magic and Dramaturgy]], the [[Focused_and_methodical#Lepidean_University|Lepidean Library and Garden of Atun]], or the [[Focused_and_methodical#Siroc_School_of_Shipbuilding_and_International_Trade|Siroc School of Shipbuilding and International Trade]]. As he suggested back in Winter 382YE, the Senate will need to decide whether to commission one of these projects during the Autumn equinox, and begin construction before the start of the Winter Solstice, or Frederick will withdraw his support for the works. &lt;br /&gt;
&lt;br /&gt;
Once that is done, he intends to set sail for the Commonwealth by all accounts and renounce his Imperial citizenship.&lt;br /&gt;
&lt;br /&gt;
===Zemress Seminary===&lt;br /&gt;
* &#039;&#039;&#039;Brass Coast; Prosperity Assembly&#039;&#039;&#039;&lt;br /&gt;
Shortly before the Autumn Equinox, work is completed on the [[Construct_Zemress_seminary|Zemress seminary]] in [[Madruga#Calvos|Calvos]]. As well as being a beautiful building, the seminary represents a triumph in cooperation between the [[Zemress islander|Zemress islanders]] of the Brass Coast (who provided half the money needed to pay for the building work), the [[Sumaah Republic]] House of Prosperity (who provided the white granite), and Adan i DelToro i Riqueza (representing the Empire). Now that it is complete, the präster of Sumaah intend to supply carefully created copies of the life and works of the exemplar that are currently stored in Sumaah in recognition of the Empire&#039;s commitment that the seminary remain open to any pilgrim of the Way who wishes to study the life of this inspirational figure.&lt;br /&gt;
&lt;br /&gt;
===Virtue&#039;s Rest and the White Roads===&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
Following the Summer Solstice, the last of the materials required to complete [[Construct Virtue&#039;s Rest|Virtue&#039;s Rest]] were provided by Rhesa of  the Scions of Ravenfell and as the Autumn Equinox begins the work has finally been completed. Initially [[You%27ll_recognise_yourself#Virtue|proposed by Philemon of the Chapter of Fulmon&#039;s Bounty]], they represent a series of hostels and facilities intended to support the increased number of pilgrims taking advantage of the simple and safe passage to the birthplace of the Way down the Blood Red Roads. They were proposed before the [[grey pilgrim|grey pilgrimage]] really got underway, but their presence has proved a boon to the people of Highguard setting off on the long journey along the trods.&lt;br /&gt;
&lt;br /&gt;
The only problem is that the roads of Highguard - while adequate to their task - are not quite as good as they could be. Indeed, the hostels offer only half the benefit they might otherwise provide. For them to be at their most effective, the roads of Highguard would need attention. A project which could help would be the one [[Leaves_and_fruit#Virtuous_Roads|proposed in Summer last year]] to build the &amp;quot;&#039;&#039;White Roads&#039;&#039;&amp;quot; to help pilgrims reach the Black City and the Necropolis. The roads would also be good for the benefactors, and for those building new homes in Reikos.&lt;br /&gt;
&lt;br /&gt;
===Grey Pilgrims===&lt;br /&gt;
* &#039;&#039;&#039;Every nation except the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice 383YE, the General Assembly upheld a number of [[mandate|mandates]] indicating that various elements of national belief that the [[grey pilgrim|grey pilgrims]] had identified as potentially problematic were not against doctrine. Each of the seven mandates was enacted by the chosen priests; people across the Empire are now in no doubt as to whether the Synod disapproves of these practices. &lt;br /&gt;
&lt;br /&gt;
Covered in the mandates were the decisions that [[383YE_Summer_Solstice_Synod_judgements#Judgement_7|Dead Reckoning is an embodiment of prosperity]], that  [[383YE_Summer_Solstice_Synod_judgements#Judgement_28|there is nothing in the Great Dance that is incompatible with the Way]], that [[383YE_Summer_Solstice_Synod_judgements#Judgement_50|the Festival of the Broken Wheel does not demean the Way]], that [[383YE_Summer_Solstice_Synod_judgements#Judgement_47|both shriving and the belief that humans can be reborn in the bodies of trees or animals]] are not counter to doctrine, that it is as acceptable to [[383YE_Summer_Solstice_Synod_judgements#Judgement_51|bargain with sovereigns]] as it is with eternals, that it is not problematic to be [[383YE_Summer_Solstice_Synod_judgements#Judgement_71|inspired by the heroic and virtuous achievements of our forebears]], and that [[383YE_Summer_Solstice_Synod_judgements#Judgement_73|it is acceptable to call for any virtuous human to be recognised as a paragon]].&lt;br /&gt;
&lt;br /&gt;
At the same time, the Highborn nation assembly sent Vashti of the Shattered Tower to [[383YE_Summer_Solstice_Synod_judgements#Judgement_4|commit every citizen of Highguard]] to rooting out and opposing blasphemy, heresy, and idolatry. As a consequence of this, any [[statement of principle]] in the Highborn Assembly that does not directly address matters of orthodoxy and false beliefs in the Empire will be significantly less likely to result in a mandate. The penalties on eight of the nine nations that were suffering a penalty have seen those penalties removed following the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
The nation of Dawn, however, found [[383YE_Summer_Solstice_Synod_judgements#Judgement_30|their own answer]] to the questions the pilgrims were raising about love and glory, which you can read about [[Love and rockets|here]].&lt;br /&gt;
&lt;br /&gt;
===The Marvellous Book===&lt;br /&gt;
* &#039;&#039;&#039;John of Meade apparently has a copy of a marvellous book to sell&#039;&#039;&#039;&lt;br /&gt;
As people begin to gather at Anvil, news is circulating about an opportunity to purchase a small wonder. John of Meade - the [[Speaker for the Senate]] is apparently selling copies of a marvellous book that is also a game. Written by Lincin of Urizen (with some minor editorial assistance from the Marcher civil servant), the book apparently educates at the same time that it entertains. Copies are selling for 2 Crowns each, and only a limited number are available. John of Meade can be found at the Hub in the centre of Anvil, should anyone wish to learn more about this enchanting publication.&lt;br /&gt;
===Sign of Tamar===&lt;br /&gt;
A statement of principle raised by Sister Tabitha during the Summer Solstice to [[383YE_Summer_Solstice_Synod_judgements#Judgement_26|rebuild Reikos]] has attracted only a smattering of interest as most of the people of Reikos are either in the process of rebuilding, or have rebuilt their chapters. There is one area that &#039;&#039;is&#039;&#039; in need of attention however - the Sign of Tamar is being reclaimed by the wilderness. As a result of the statement, a small number of people have gone to start maintaining it - but its a losing battle. Their presence has slowed the destruction of the earthworks; but it will be beyond saving by the start of the Spring Equinox. A properly worded statement of principle in the Highborn assembly that achieved a greater majority; an [[appraisal]] by the Senate; or the actions of an [[Army]] with defensive orders including instructions to repair the earthworks.&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
A number of [[mandate|mandates]] were upheld at the Summer Solstice and enacted in the months that followed. You can find a complete list [[383YE_Summer_Solstice_Synod_judgements#Mandate|here]]. &lt;br /&gt;
&lt;br /&gt;
==Imperial Lore==&lt;br /&gt;
Three rituals were proposed for addition to Imperial lore during the Summer Solstice.&lt;br /&gt;
* [[Skar&#039;s Gentle Push]] was proposed by Irontide Lok. The ritual is now available to be mastered by Imperial magicians.&lt;br /&gt;
* [[Secrets of the Soul&#039;s Desire]] and [[Eyes of the Soul&#039;s Past]] were proposed by Tanus of the Auric Horizon. These rituals are now available to be mastered by Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
Insert other media here.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Caricomare&amp;diff=139377</id>
		<title>Caricomare</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Caricomare&amp;diff=139377"/>
		<updated>2026-05-28T13:08:23Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Miroslav.png|title=For thirty years Caricomare was abandoned by the Empire - punishment some still say for the excesses of Empress Giselle.|caption=Senator Miroslav, hard at work during a summit at [[Casinea#Anvil|Anvil]].|align=left|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Caricomare is a district of [[the League]] city of [[Sarvos]]. In 348YE it was devastated by a terrible tempest; in 378YE it was restored and reinvigorated thanks to the generous donations of the citizens and the tireless work of its Senator.&lt;br /&gt;
==History==&lt;br /&gt;
Caricomare was a vibrant trading hub for the empire, famous for its miraculous quays. Ships from across the Bay of Catazar, and the wide world beyond, were regular visitors to the City of Masks and their engagement with League society often began there.&lt;br /&gt;
&lt;br /&gt;
The tomb of the [[Empress Giselle]] once stood in the ruins of the Alivetti guild estates here (before being moved to [[Temeschwar]]), but the ward was better known as the site of the wondrous Caricomare Quays, a great marvel unmatched elsewhere in the world. The mechanical quays were devastated by the storms that flooded this part of the city.  The repairs were considered  too costly and the floods created a displaced populace, compounding the overcrowding in the city. Caricomare spent three decades as an abandoned, dangerous place, a maze of flooded streets and waterlogged buildings, but it was said that riches could still be found in the depths, for those brave enough to investigate.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
In 348YE, the city was struck by a terrible tempest that did significant damage to many coastal parts of the city and led to the flooding and eventual sinking of the southern district of Caricomare. Reclaiming the ruined quarter of the city was deemed &amp;quot;too expensive&amp;quot; by the Senate - a move that some bitter Sarvosans believe to have been intended as a punishment for the League and the city of Sarvos in particular, in the wake of the unpopular Empress&#039;s death. &lt;br /&gt;
&lt;br /&gt;
==Rebirth==&lt;br /&gt;
It seemed as if Caricomare was doomed to remain a haunted ruin forever. But in 378YE a [[Drain the flooded streets of Caricomare |decision]] by the [[Senate]] saw the beginning of a major reconstruction effort in Caricomare, to drain the flood and to appoint a [[Mayor of Caricomare|Mayor]] to oversee the district. Thanks to these efforts, the area is once again a thriving district of Sarvos despite thirty years of neglect. Many sections had to built over, using the sunken ruins as the foundations for new structures, but great pains were taken to include as much of the original architecture as possible. The &#039;&#039;&#039;tomb of [[Empress Giselle]]&#039;&#039;&#039; in the Alivetti guild estates was one such area; painstaking raised from the waters and returned to its former glory. Other historic buildings have also been raised and restored or rebuilt in their previous image with numerous families and Cartas reclaiming lost property throughout the district.&lt;br /&gt;
&lt;br /&gt;
Some of the sunken roads have been left underwater and cleared of wreckage, leaving simple water ways that serve as canals and as a memorial to those who were lost to the storm. Many of the bridges build to span the waterways are adorned with memorial plaques and mementos. The districts of the Caricomare have been redesigned to keep trade, the districts life blood, flowing smoothly. Wide roads and canals now run through the district from the quayside like the spokes of a wheel, allowing people and goods to get where they need to be quickly.&lt;br /&gt;
{{CaptionedImage|file=MiroslavAward.jpg|title=Many in Caricomare believe the regeneration could not have happened without the tireless campaigning of Senator Miroslav.|caption=Senator Miroslav, receiving the 378YE Pledge Award for Best Imperial Senator.|align=right|width=500}}&lt;br /&gt;
Among the many new additions is the Notturno district, the official home of the &#039;&#039;&#039;Caricomare Night Market&#039;&#039;&#039;. During the day it is another bustling market place, however as the sun sets it really comes alive. Some outrageous claims have been made that the Night Market is lit by more lights than there are stars in the sky, but it cannot be denied that the grand marketplace is an unceasing riot of colours and sounds whether it is noon or midnight. Anyone and everyone is welcome, whether they want to trade, entertain or be entertained.&lt;br /&gt;
&lt;br /&gt;
The quayside is trading again, but the mechanical quays are still too badly damaged to function and whole sections had to be dismantled in the restoration process. Until the docks are fully rebuilt the Caricomare won’t be the trade hub it once was.&lt;br /&gt;
&lt;br /&gt;
An obvious new addition is the gleaming white statue that adorns the quayside depicting Senator Miroslav of Sarvos, who championed the rebuilding in the Senate and now watches over the results of his hard work. &lt;br /&gt;
==The Mystery of the Shifting Statue==&lt;br /&gt;
Over the Winter of 378YE, the statue of Miroslav underwent a dramatic, unexpected change. The statue itself was quickly concealed behind a wall of scaffolding and dust-sheets ... but not quickly enough. Gossip initially suggested that the entire statue had warped and shifted like hot wax, changing from a depiction of the proud Senator into an effigy half-goat, half-serpent with twisted features, cloven hooves and impious horns.&lt;br /&gt;
&lt;br /&gt;
Even with a few guards preventing access to the statue, any number of urchins and interested citizens have uncovered the truth - the statue has &amp;quot;only&amp;quot; changed so that the facial features reflect those of a snide naga. Rather than gazing out across the bay, the statue leans slightly forward, whispering conspiratorially behind one raised hand, forked snake-tongue protruding and an expression of malicious glee. Casual examination by magicians suggests this vandalism is not the result of a mundane attack; a weak aura of Night magic could be easily discerned around the sculpture for the first month or so.&lt;br /&gt;
&lt;br /&gt;
The sculptor who was initially engaged to create the statue, Anatrice di Sarvos, has made little secret of the fact that she is not interested in returning to a finished piece and considers the fact that the statue has altered to be &amp;quot;not my problem.&amp;quot; In private she has amended this to &amp;quot;not my problem - I&#039;ve been paid.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The statue remained covered until the [[The sack of Sarvos|Grendel invasion]] of Spring 380YE. The [[orc|orcs]] removed the tarpaulin, and there was allegedly some interest in removing the sculpture as a gift for one of the Salt Lords. In the end, the Grendel left the City of Masks without the statue. Then, during the celebrations following the coronation of [[Empress Lisabetta]], the statue underwent a second marvellous transmutation.&lt;br /&gt;
&lt;br /&gt;
Losing all its ophidian characteristics, the statue instead took on the mien of smiling triumph and went from whispering behind its hand to mounting a set of stairs. It now bore an oddly reflective coin in one hand and a lantern in the other. No sculptor claimed credit for the alterations, and so it has been simply chalked up as yet another miraculous occurrence by the residents of Caricomare. Rumours quickly spread - two, in particular, have proved popular with the citizens of the League.&lt;br /&gt;
&lt;br /&gt;
One says that if you gaze into the surface of the metal coin by moonlight, you can gain a glimpse of your heart&#039;s desire - that goal or thing that would be the finest expression of your ambition. The other says that the statue itself measures the fortunes of the Empire (or the League, depending on who one asks) and that where it once suggested dark conspiracies and treachery, it now reflects an Empire entering a new age of ambitious destiny. Indeed, priests who preach the path of [[Ambition]] have already begun to congregate in the square on market days, and deliver sermons from the steps at the base of the statue.&lt;br /&gt;
&lt;br /&gt;
==A Little Doom After All==&lt;br /&gt;
Following the curse of [[The_Thrice-cursed_Court#Skathe|the Hag Queen]] that shattered every mirror in Sarvos, there was a great deal of worry that the city was now [[The DOOM that came to Sarvos|doomed]]. In particular, there were real concerns of [[The_DOOM_that_came_to_Sarvos#Rising_Waters|another flood]] ruining Caricomare. In the end anxiety about rising sea levels turned out to be nothing more than a few high tides caused by a full moon and a conjunction of [[the Drowned Shepherd]] &lt;br /&gt;
&lt;br /&gt;
In the months following the Autumn Equinox 383YE, however, the city was plagued by a series of seemingly random fires. Several important buildings were badly damaged, but the efforts of the city&#039;s firefighters are enough to keep the blazes under control. A few weeks later, just as the final work is being completed on the new school of couture, the source of these terrible fires was revealed. Three [[bravo|bravos]] working for the Carta du Incendio were apprehended attempting to set fire to the [[College of the Liberated]] in [[Sarvos#Bocche|Trivento]]. As the would-be arsonists were caught in the act, the college suffered only minor damage. On questioning it soon transpired that the Carta du Incendio had been deliberately setting fires in Sarvos in the hopes of ensuring that contracts for their firefighting skills would be forthcoming. All the criminals involved were quickly apprehended and tried by magistrates, both the bravos and the Carta&#039;s leaders who put them up to it.&lt;br /&gt;
&lt;br /&gt;
Everyone breathed a sigh of relief that the Doom of Sarvos has been averted. People were finally able to relax and celebrate, especially in Caricomare. For a month all was good and then, two weeks before the Winter Solstice... a stevedore accidentally knocked a bucket of burning coals over while unloading timber on the Caricomare docks. The coals were scattered into a pile of broken packing crates that the dockworkers were planning to burn to keep warm. The fire caught,spread, and burnt for five hours before it could be brought under control. By the time that happened, half the waterfront was gone.&lt;br /&gt;
&lt;br /&gt;
In the cool morning light it became clear that the damage is not as bad as it could have been. The docks still function - albeit under a pall of heavy smoke and a patina of ash. It could have been so much worse. There are a few jokes about Caricomare being &#039;&#039;the cursed district&#039;&#039; but they fall flat. This time the waterfront was damaged, but if the wind had been blowing in a different direction there&#039;s no doubt the fire would have swept inland, potentially turning Caricomare - and perhaps parts of the city proper - into a burnt wasteland.&lt;br /&gt;
&lt;br /&gt;
==The Mayor of Caricomare==&lt;br /&gt;
With the restoration of the district, the [[Imperial title]] of [[Mayor of Caricomare]] has once again become available. Responsible for overseeing the district and representing its cosmopolitan citizenry, the Mayor enjoys the largesse of the people of Caricomare.&lt;br /&gt;
==The Blood Red Quays Art Gallery==&lt;br /&gt;
Built toward the end of 380YE the [[Lorenzo&#039;s_Legacy#Blood_Red_Quays_Art_Gallery|Blood Red Quays Art Gallery]] was commissioned by Magdelena Alanga di Sarvos and paid for by The Bloody Butchers Guild of Temeschwar. In addition to serving as a gallery to display fine works of art, it provides inspiration to, and serves as a source of [[Pride]] for, the citizens of Sarvos.&lt;br /&gt;
[[Category:The League]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Signs_and_sigils&amp;diff=139376</id>
		<title>Signs and sigils</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Signs_and_sigils&amp;diff=139376"/>
		<updated>2026-05-28T13:08:19Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Winter]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Graciana stared at the ground and scratched her head thoughtfully. Nine foot deep, five foot wide, the incision ran as far as the eye could see in either direction. It must have taken them months and months to dig this. Why? Why would anyone do that?&lt;br /&gt;
&lt;br /&gt;
The trench curved and meandered across the plain of Reikos, artfully sketching out a shape that could be the Drowned Shepherd... if you squinted at it just right. Why? Why would anyone do that?&lt;br /&gt;
&lt;br /&gt;
It was called the Sign of Tamar. If anybody knew who Tamar was... the history books didn&#039;t recall. She&#039;d checked with historical records before she got posted out here, but they&#039;d just laughed at her. Apparently the Senate tended to commission historical research on this place once every century or so. According to Potts, each time the department just sends them a short note that reads &amp;quot;Pre-dates the Empire, origins unknown, etymology unknown, purpose unknown&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It had once been one of the most famous regio in the Empire. A monstrously powerful Spring aura that the Druj had used to work their magics. Then Llofir had taken it from them and used it to anchor his presence in this world. When the League armies banished Llofir back to the Spring realm... somehow he took the regio with him. Was it conscious spite? A last stab at the people he believed had betrayed his friendship? Did eternals even get angry? Maybe Llofir merged with the site in some way... maybe forcing him back into the realm was the same thing as destroying the regio... Maybe.&lt;br /&gt;
&lt;br /&gt;
She quashed an unfair thought that life was easier for records then for appraisal. Still she smiled at the idea of sending the Senator for Weirwater a report that read &amp;quot;Sign of Tamar appraised. Remains none, potential none, options none.&amp;quot; Hah, that would be great for her career. &lt;br /&gt;
&lt;br /&gt;
And it wasn&#039;t completely true. After all there was still a long series of earth-work ditches, immaculately cut into the shape of one of the most cursed sigils known to the Empire. Who wouldn&#039;t want Reikos indelibly stamped with the constellation of ending. Sounds like a simply brilliant idea. Hard to see any flaws with that plan.&lt;br /&gt;
&lt;br /&gt;
She looked down, staring at the ditch and scratched her head again. &amp;quot;What in the name of the Seven virtues am I going to do with you?&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{Audio|link=https://www.youtube.com/watch?v=6eTNTT6hJ7k}}&lt;br /&gt;
The [[Senate]] instructed [[Appraisal#Graciana_i_L.C3.B2pez_i_Guerra|Graciana i Lòpez i Guerra]] to [[Appraise Sign of Tamar|appraise the Sign of Tamar]]. They wanted a report on how any further damage might be stopped and how it might be used by the Empire once it was preserved.&lt;br /&gt;
&lt;br /&gt;
Preservation is a pressing problem. When the [[eternal]] [[Llofir]] claimed the Sign of Tamar, the sigil vanished beneath the enchanted forest that the eternal raised over the whole region. Llofir was [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|driven off]] in the Summer of 383YE, but the forest remained, and slowly but surely the roots of the growing plants and trees were consuming the earthworks. Left for a decade or more, this great sigil would be completely erased. &lt;br /&gt;
&lt;br /&gt;
Of the potent Spring [[regio]] that once stood here [[383YE_Summer_Solstice_winds_of_war#Game_Information_:_Reikos|there is not the slightest trace]]. It is as if Llofir took Spring with them when they were driven back to their realm. While that is clearly a ridiculous notion, there is no denying that the [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|battle to defeat the eternal]] did reshape the land in some fundamental way. Not just the regio disappeared, [[Reikos_Spoils_of_War#Tamar.27s_Toes|Tamar&#039;s Toes]] and every other [[mana site]] in [[Reikos#Tamarbode|Tamarbode]] disappeared when the Garden of Llofir was destroyed. &lt;br /&gt;
&lt;br /&gt;
As a result it is challenging for anyone to find much of value here, fortunately the Imperial Senate have had the wisdom to send their most innovative and unorthodox thinker to assess the site. Well, fortunate provided they&#039;re not worried about the potential costs of any proposals she submits.&lt;br /&gt;
&lt;br /&gt;
==Maintenance==&lt;br /&gt;
* &#039;&#039;&#039;There are three possible routes for restoring the Sign of Tamar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A senate motion could instruct the Empire to prevent the Sign of Tamar deteriorating and preserve it for future generations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An Imperial army could be assigned to the area to restore the earthworks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A mandate could be raised by the Highborn Assembly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sign of Tamar will be completely destroyed within 6 months if no action is taken&#039;&#039;&#039;&lt;br /&gt;
The Sign of Tamar has been obscured by a great forest that sprung up when Llofir claimed the region for his own. As the roots of these plants and trees are growing they are steadily damaging the earthworks.&lt;br /&gt;
{{SOP|statement=We recognise the importance of the Sign of Tamar in Reikos and the need to preserve and research it. We call upon any citizens who can aid with this to do so.|assembly=Highborn Assembly|by=Brother Vashti of the Shattered Tower|when=Autumn Equinox 383YE|vote=Greater Majority (573 - 42)}}&lt;br /&gt;
Graciana&#039;s appraisal contains relatively little detail of how the earthworks might be preserved, instead focussing on how the Sign might be employed by the Empire. She has laid out an option for how the Senate could deal with the decay. To this cursory approach, the department have appended additional information on other methods the Empire might adopt, based on previous work done assessing the impact an army might and taking account of a [[statement of principle]] passed by the Highborn Assembly last season.&lt;br /&gt;
&lt;br /&gt;
None of these options are easy, but any one of them would work. The Empire would have succeeded in ensuring that the Sign of Tamar was preserved in good condition for future generations.&lt;br /&gt;
&lt;br /&gt;
===Senate Motion===&lt;br /&gt;
* &#039;&#039;&#039;A Senate motion could order the work to be completed and paid for by the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effective cost to the treasury would be 20 Thrones, and an upkeep of 1 Throne per season&#039;&#039;&#039;&lt;br /&gt;
To maintain the Sign, the first job is to remove the forest. Or at least enough of it, that the earthworks is no longer under threat. There is a lot of timber to cut back, which will cost a small fortune, perhaps 120 thrones, in all. However, the trees are full grown and in good condition, so Graciana estimates that the felled trees can be sold to local timber merchants for cutting and drying. Once the benefits of those sales are factored in, that will reduce the costs to a mere 20 thrones.&lt;br /&gt;
&lt;br /&gt;
Not a small sum, but that would ensure that there are no trees or plants growing within fifteen feet of any of the long trenches that make up the Sign. However, that would then need to be maintained. Plants, by their nature, spread, so someone would need to be continuously employed to walk the Sign regularly, removing any new saplings or other plants. That would increase the costs to maintain the territory by a throne a season.  A single [[senate motion]] could be used to instruct the civil service to oversee the clearance, and recruit some people to keep the sign clear.&lt;br /&gt;
&lt;br /&gt;
===Imperial Army===&lt;br /&gt;
* &#039;&#039;&#039;An Imperial army could spend 3 months in Reikos cutting back the forest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A general would need to issue a solid defence order for Reikos with clear instructions to remove the forest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would need to be an army in good condition, at four fifths or more of full strength&#039;&#039;&#039;&lt;br /&gt;
To save the cost to the Imperial treasury, the [[Military Council]] could assist the Senate. A general could order their army to Reikos with instructions to clear the trees around the Sign of Tamar, remove any invading plants and restore the earthworks. If Reikos were attacked that season, then any efforts to save the Sign of Tamar would be impeded but the army would defend the territory as if they were on solid defence. In that case, the army would delay the collapse of the Sign of Tamar by one season, but not prevent it.&lt;br /&gt;
&lt;br /&gt;
Clearing the forest is hard physical labour; to succeed would require an army that was in good condition. It cannot be completed by a force that is battle-weary and carrying large numbers of casualties. Any army would need to be at four fifths or more of full strength, before beginning the work. An army that is below that strength would not be able to carry out the work effectively, it would delay the collapse of the Sign of Tamar by one season, but not prevent it.&lt;br /&gt;
&lt;br /&gt;
In theory the work might need to be repeated at some point - since there would be no maintenance, but the forest is no longer driven by the magic of Spring, so no more work would be needed for at least a decade.&lt;br /&gt;
&lt;br /&gt;
===Mandate===&lt;br /&gt;
* &#039;&#039;&#039;The Highborn Assembly could issue a mandate chapters to form in the area and take responsibility for the Sign of Tamar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the Autumn equinox, Brother Vashti of the Shattered Tower received the support of the greater majority of the Highborn Assembly for a statement of principle calling on any citizens who might be able to save the Sign to attempt to do so. Rallying the virtuous to save the Sign of Tamar would be effective, but it would require a significant supply of liao to ensure that the work was completed in time. To achieve it, the Highborn Assembly would need a suitably worded mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|assembly=Highborn Assembly|mandate=We recognise the importance of the Sign of Tamar in Reikos and the need to preserve it and employ it for the benefits of Highguard and the Empire. We send {named priest} with 100 does of liao to urge citizens to clear the encroaching forests and to commit themselves to the long term preservation of this important historical sigil.}}&lt;br /&gt;
&lt;br /&gt;
If this mandate were enacted, then Highborn citizens would set to, removing the trees and plants that were invading the Sign of Tamar. What&#039;s more, one or more chapters would be formed near the sign, dedicated to its preservation. They would tend the Sign of Tamar, ensuring that it would be preserved for many years to come.&lt;br /&gt;
&lt;br /&gt;
==A Dry Well==&lt;br /&gt;
Creating a set of options for the Imperial Senate to consider requires some considerable creativity on the part of Graciana i Lòpez i Guerra. There was a powerful Spring regio here once, but that was destroyed when Imperial armies drove Llofir from the area. All that remains is a series of ditches shaped into the form of a baleful sigil to resemble [[the Drowned Shepherd]].&lt;br /&gt;
&lt;br /&gt;
To create an option for the Imperial Senate to consider, Graciana has had to consider some novel approaches looking at the &#039;&#039;potential&#039;&#039; the site might have. It was once an exceptionally powerful regio. There are rumours that the (now dead) [[Druj]] Ghulai Greenmask bound himself to the regio in some way, drawing on its power to enhance his magic. And while it is clearly damaged, the site does have a sigil carved nine feet deep into the hard earth in the shape of one of the ill-omened constellations. The Sign of Tamar could serve as some kind of [[Varushka_hearth_magic#Wards|powerful ward]], but what if it has the opposite effect... what if it&#039;s designed to invoke the power of the constellation by evoking the very [[Urizen_hearth_magic#Essence|essence]] of it?&lt;br /&gt;
&lt;br /&gt;
Weeks of painstaking experiments by Graciana only confirm what was reported months earlier - there is no Spring magic here. The great power of the Sign of Tamar as was - this potent fount of Spring magic - is simply never coming back. Not in this lifetime. But the Drowned Shepherd is a powerful constellation, and it is not tied to the Spring realm.&lt;br /&gt;
&lt;br /&gt;
==A Cold Star==&lt;br /&gt;
* &#039;&#039;&#039;Graciana presents three opportunities, each of which needs the sign to be maintained either in advance or at the same time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any motion to commission implicitly includes the maintenance as none of these projects will be possible without it&#039;&#039;&#039;&lt;br /&gt;
The Drowned Shepherd marks the end of things. What if some other power filled the space where the tides of Spring magic once flowed? One realm, more than any other, resonates with the theme of things ending... might the Sign of Tamar have some connection to the Winter realm?&lt;br /&gt;
&lt;br /&gt;
This insight proves the breakthrough needed to make progress. Graciana&#039;s team are quickly able to confirm that the Sign of Tamar has enormous potential for [[Winter magic]]. Once that capacity is identified, Graciana is finally able to let her imagination run wild about how it might be employed.&lt;br /&gt;
&lt;br /&gt;
After a lot of work, and after extensive consultation with prominent Highborn magicians living in Reikos, Graciana has drawn up three proposals. To be precise, she drew up one proposal, but she was persuaded by La Salle to go back and add two other options so that, as he put it, &amp;quot;the Senate might have something to actually consider&amp;quot;. Graciana has made it quite clear that she considers the first two proposals to be... thin gruel... worthy neither of her time or efforts in this regard. None the less she is a loyal civil servant and has done as requested.&lt;br /&gt;
&lt;br /&gt;
All of these options would require the [[#Maintenance|maintenance]] of the Sign of Tamar to be completed, either first, or at the same time. None of them will work without the foreboding influence of the grim sigil carved into the earth. Without the Sign, it is likely there would be no winter magic here. A single Senate motion can be used to authorise this commission, but the costs for the work will include an additional 20 thrones to clear the forest, and one throne upkeep, if that work is not accomplished by any other method.&lt;br /&gt;
&lt;br /&gt;
Graciana is slightly apologetic for the grim requirements for her [[commission]], but in her defence she points out that the Imperial Senate charged her with finding ways to employ the Sign of Tamar, a great sigil that evokes one of the most ill-boding and malign entities in existence. If you want candy-floss, best you start with sugar first, she says.&lt;br /&gt;
&lt;br /&gt;
===Steeped in Blood===&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Senate could commission a sinecure that produces 5 pieces of Winter vis each season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sinecure would require 8 wains of white granite, 8 wains of mithril and 32 crowns to construct&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The position of Curator of the Sign of Tamar could be a national or Imperial position&#039;&#039;&#039;&lt;br /&gt;
The region around the Sign of Tamar has a strong resonance for Winter magic. Graciana has calculated that the Imperial Senate could commission a series of small beacons, arranged at the eleven cardinal points of the Drowned Shepherd constellation. These beacons would need 8 wains of white granite, 8 wains of mithril to construct and 32 crowns, and take three months to complete. At the centre of each beacon would be a mithril gourd with a long thin neck. By placing honey at the bottom of the vase, flying insects will be attracted into the neck where they will become stuck and die. These pinpricks, these tiny endings, will be enough to invoke the power of the Sign of Tamar, and the gourds will slowly fill with Hearts Blood, producing 5 pieces of Winter vis each season.&lt;br /&gt;
&lt;br /&gt;
To make use of this bounty, the Empire would need to create a title to oversee the Sign and appoint someone to the position. Graciana&#039;s notes suggest the title be called &amp;quot;&#039;&#039;The Death of Flies&#039;&#039;&amp;quot; but La Salle has crossed that out and suggested that &amp;quot;&#039;&#039;The Curator of the Sign of Tamar&#039;&#039;&amp;quot; would be more appropriate. As ever the final decision is with the Imperial Senate should they choose to take up the option. The title will need to have the responsibility for maintaining the Sign of Tamar and the eleven beacons needed to harvest the Winter bounty.&lt;br /&gt;
&lt;br /&gt;
It could be a national or Imperial position, and an argument could easily be made for appointment by the Senate, the Bourse or the Conclave.&lt;br /&gt;
&lt;br /&gt;
===Broken by Traps===&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Senate could commission a sinecure that produces 3 doses of The Barren Watchtower each season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sinecure would require 20 wains of weirwood and 40 crowns to construct&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The position of Curator of the Hoarfrost Hostel could be a national or Imperial position&#039;&#039;&#039;&lt;br /&gt;
Rather than try and contain the Winter magic, another approach would be to litter the area with cruel hunting traps. This would make navigating the woods around the Sign of Tamar slightly more difficult, but it would prove deadly for the wildlife currently flourishing here. Normally a hunter will come by regularly to check their traps, but here the animals would need to be left to die in the traps. Weakness, hunger, fear, cruelty - are all powerful resonances with the winter realm - and of course death is one of the strongest of Winter&#039;s associations.&lt;br /&gt;
&lt;br /&gt;
Doing this would encourage the ill-omen of the Sign of Tamar to spread its pernicious influence throughout the surrounding woodlands. According to Graciana this would result in the Sign of Tamar developing into a minor Winter regio, one that might draw Highborn or Navarr magicians seeking to perform winter rituals (who would hopefully be alert enough not to fall foul of the traps). To take advantage of this development, Graciana proposes to build a small herbarium, dedicated to gathering herbs from the area, mixing them into potions and selling them to the magicians seeking to use the site. The Hoarfrost Hostel would thus pay for itself by producing [[Decoctions_of_Hoarfrost#The Barren Watchtower|potions of the Barren Watchtower]], three of which would be available to the whichever citizen were appointed to oversee and operate the Hostel.&lt;br /&gt;
&lt;br /&gt;
Graciana&#039;s notes suggest the title be called &amp;quot;&#039;&#039;The Death of Rabbits&#039;&#039;&amp;quot; but La Salle has again crossed that out and suggested that &amp;quot;&#039;&#039;The Curator of the Hoarfrost Hostel&#039;&#039;&amp;quot; would be more appropriate. As with other options the final decision lies with the Imperial Senate. The title will need to have the responsibility for maintaining the Sign of Tamar, the traps in the area and the Hostel itself. The Hostel would require 20 wains of weirwood and 40 crowns to construct and could be built in three months.&lt;br /&gt;
&lt;br /&gt;
It could be a national or Imperial position, and an argument could easily be made for appointment by the Senate, the Bourse or the Conclave.&lt;br /&gt;
&lt;br /&gt;
===Drowned in Cages===&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Senate could commission a unique structure that would boost the winter powers of the citizen elected to maintain it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The commission would require 40 wains of white granite, 20 wains of mithril and 120 crowns to construct and take six months&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The title Consort of the Drowning Man would need to be an Imperial position elected by the Imperial Conclave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Graciana&#039;s final option for the Imperial Senate to consider is highly experimental and represents something rarely seen in Imperial magic. To create the plans Graciana has had to consult widely with some of the brilliant Winter [[magister|magisters]] living in Highguard, and correspond with a couple of noted experts at [[Dean_of_the_Lyceum#The_Lyceum|the Lyceum]]. The results are highly unorthodox but everyone involved has checked and rechecked and they are certain that it should work.&lt;br /&gt;
&lt;br /&gt;
The approach requires lining the trenches of the Sign of Tamar with smooth white granite, with every gap between stones painstakingly sealed with mortar to make the surface water-tight. Several nearby streams could then be redirected into the channel, causing it to slowly fill with water. The mithril would be used to create a lattice of light but sturdy bars covering the surface of this &amp;quot;moat&amp;quot; which would then need covering with broad flat leaves. The result would be that any animals attempting to move over the bars would fall into the water below where they would be trapped and slowly drown.&lt;br /&gt;
&lt;br /&gt;
If the Senate decide they can stomach these grim requirements then the possibilities presented are fascinating. According to the calculations, once the work to entomb the &amp;quot;Drowning Man&amp;quot; is complete, the entire area will serve as a powerful winter regio - one every bit as potent as the regio at Anvil when it comes to supporting Winter magicians. Crucially whoever can stomach clearing the carcasses from the cages will gain a unique benefit, something akin to an [[enchantment]], or a bond with the regio itself. Greenmask often claimed to have bonded himself to the Sign of Tamar, which is what first prompted Graciana investigate this possibility. It appears that perhaps the orc sorcerer&#039;s words were more than empty &#039;&#039;braggadocio&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To make use of this bounty, the Empire would need to create a title to oversee the Sign and appoint someone to the position. Graciana&#039;s notes suggest the title be called &amp;quot;&#039;&#039;the Consort of the Drowning Man&#039;&#039;&amp;quot;. The title will have to be an Imperial position appointed by the Conclave. Whoever gained the position would benefit from a permanent boost to their [[Magical_skills#Ritual_Magic|Lore of Winter]] equal to that provided by a dose of [[Decoctions_of_Hoarfrost#Sorrow.27s_Mask|Sorrow&#039;s Mask]], for as long as they held the position and kept the Sign of Tamar in good condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Consort of the Drowning Man title gains three additional ranks to perform Winter rituals, subject to the [[Realm_Lore#Gaining_additional_ranks|normal rules for effective skill]]. When someone new gains the title, the power transfers to them immediately; they would be assumed to secure their connection to the Drowning Man each downtime after that. The additional power for Winter rituals is neither an enchantment, nor the effect of a tonic or magic item; it is a unique bonus. However, the bonus does &#039;&#039;not&#039;&#039; stack with that provided by the [[Regio#The_Imperial_Regio|Imperial Regio]] - the character cannot claim the additional rank of lore when using the Imperial regio to perform Winter rituals (but can still draw on it for targeting purposes, and this does not stop other [[Rituals#Contributors|contributors]] drawing on its power in any way).&lt;br /&gt;
&lt;br /&gt;
==This Appraisal in Play==&lt;br /&gt;
A construction of this kind is unique and has never been attempted before by the Empire. To create the final proposal Graciana has had to call on the assistance of eminent scholars of Winter magic, whose understanding of that realm far exceeds her own. If you play a Highborn magician and have one or more ranks of Winter lore then you are encouraged to roleplay that you have been called on by Graciana to lend your skills to her appraisal. How much help you provided, or how involved you have been in the rituals and experiments that have been conducted is up to you.&lt;br /&gt;
==Resolution==&lt;br /&gt;
During the Winter Solstice, Sela of the Suns of Couros [[383YE_Winter_Solstice_Synod_judgements#Judgement_37|enacted a mandate]] to encourage Highborn chapters to preserve the Sign of Tamar .&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Reikos#The_Sign_of_Tamar|The Sign of Tamar]]&lt;br /&gt;
* [[Appraisal]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Unending_Cascade_of_Blood%27s_Fire&amp;diff=139375</id>
		<title>Unending Cascade of Blood&#039;s Fire</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Unending_Cascade_of_Blood%27s_Fire&amp;diff=139375"/>
		<updated>2026-05-28T13:07:41Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Spring|14}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}} The target character must have the [[Magical skills#Magician|magician]] skill.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}} &lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
The target gains the ability to cast the [[venom]] spell four times each day as if they know it without spending any mana.&lt;br /&gt;
&lt;br /&gt;
They also experience a [[roleplaying effect]]: &#039;&#039;they feel a strong desire to use magical venom against anything that startles or threatens them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{regain power}}&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional characters from the same [[Groups#Covens|coven]]. Each additional character increases the magnitude by 11. Additional characters must be present throughout.&lt;br /&gt;
&lt;br /&gt;
===Option===&lt;br /&gt;
{{Ritual Substitution|beggar&#039;s lye|measures}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This [[enchantment]] allows the target to scourge their enemies with venom. It can have a powerful demoralising effect on opponents, and gives a magician a potent ability to mark and then destroy their enemies. The Spring [[eternal]] [[Arhallogen]] is known to offer magicians boons that enhance their ability to perform this ritual, encouraging them to use it to defend themselves and prove their superiority over their opponents through the use of that being&#039;s favoured tool. Indeed, the Spider King is sometimes credited with having been involved in the development of this ritual, although it does not seem to draw directly on their power. In some circles it is called the &#039;&#039;Blessing of Arhallogen&#039;&#039; or &#039;&#039;Fangs of the King&#039;&#039;. Some [[Dawn|Dawnish]] [[Dawn_magical_traditions#War_witches|war witches]] refer to the ritual as &#039;&#039;Donning the Spider Crown&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The ability to refresh the use of the venom that the enchantment provides is particularly significant. After a battle, a magician can restore their personal reserves of magic in the restful aura of the [[Chamber of Pallas]], [[the Chamber of Delights]], or by experiencing [[Solace of Chimes]] and regain their ability to unleash magical venom at the same time. This ability can be even more powerful on the battlefield, provided the magician can make use of the rare and powerful [[Philtres_of_the_High_Peaks#The_Elixir_of_Empyrean_Art|Elixir of Empyrean Art]].&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
When performing this ritual, the coven often invokes poisonous creatures or plants. Some magicians, especially [[Suaq]] [[Wintermark magical traditions#Icewalkers|icewalkers]] and [[Navarr]] [[Navarr magical traditions#Vates|vates]], anoint the skin or weapons of the target. using blood mixed with poisonous plants or the venom of spiders, scorpions or serpents to create a thick paste reminiscent of  [[Legacy of Thorns#Oil of Blackthorn|oil of blackthorn]]. Other magicians invoke forces of plague, sickness and fever as they work their magic, viewing the ritual as being more concerned with turning the body of the target against itself.&lt;br /&gt;
&lt;br /&gt;
The performance of this ritual is often subdued. Few magicians can deny that the powers it deals with are insidious, and potentially fatal. There are few uses to which venom can be put that do not result in death, and while the poison itself may be subtle the end result is anything but.&lt;br /&gt;
&lt;br /&gt;
Other elements might include the runes [[Rhyv]], [[Naeve]] or [[Kyrop]] (often accompanied by the [[Hirmok|Rune of Dominion]]; the evocation of [[The Claw]] or [[The Drowned Shepherd]]; a scene in which a potion is used against a rival; or images of serpents, spiders, scorpions, wasps, [[Legendary beasts#Hydra|hydra]], [[Legendary beasts#Dragons, Wyverns and Wyrms|wyverns]]. or even [[Legendary beasts#Chimera|chimerae]].&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;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fetid_Breath_of_Teeming_Plague&amp;diff=139374</id>
		<title>Fetid Breath of Teeming Plague</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fetid_Breath_of_Teeming_Plague&amp;diff=139374"/>
		<updated>2026-05-28T13:07:27Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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|2}} {{Target Character}} The target character must be a [[Rituals#Contributors|contributor]] participating in the performance of the ritual.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
===Effects===&lt;br /&gt;
This enchantment allows the target to call [[Calls#Mass Calls|MASS]] [[Calls#VENOM|VENOM]] once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour. &lt;br /&gt;
&lt;br /&gt;
While under the effect of the enchantment, the target experiences a [[roleplaying effect]]: &#039;&#039;their body seethes with magical power that makes it difficult to relax or concentrate. The longer they spend in inactivity (talking, sleeping, waiting), the worse this gets. It may include feverish symptoms (as if the blood or body were on fire), a whole body itch (as if invisible insects were burrowing beneath the skin), or aching bones and inflammation of the joints.&#039;&#039; This effect is particularly pronounced if the target has the [[briar]] [[lineage]]; a briar under the influence of this enchantment finds it difficult to stay still for extended periods, and feels the urge to take decisive action &#039;&#039;right now&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Day Duration}} The power of the ritual can be invoked only &#039;&#039;once&#039;&#039; during this time.&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
The ritual can affect additional characters from the same [[Groups#Covens|coven]]. Each additional character increases the magnitude of the spell by 30. Additional characters must be present throughout, and each must [[Rituals#Contributors|contribute]] to the performance of the ritual.&lt;br /&gt;
&lt;br /&gt;
===Option===&lt;br /&gt;
{{Ritual Substitution|beggar&#039;s lye|measures}}&lt;br /&gt;
&amp;lt;!--Was: The ritualists may burn up to 20 measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]] as part of the ritual. Every two measures used in this way reduces the magnitude of the ritual by 1.--&amp;gt;&lt;br /&gt;
{{Mass Ref-effect}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies, filling them with supernatural poison and feverish sickness. The power to release a wave of venomous spring magic is an [[enchantment]], allowing the magic to be stored for a time before being employed at the most tactically appropriate moment. The ritual has a strong affinity for the caustic material [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]]. A coven can take advantage of this affinity to help reduce the difficulty (and cost) of performing the ritual.&lt;br /&gt;
&lt;br /&gt;
This ritual has a number of uses, but two are worth noting. Firstly, it is useful when facing groups of creatures with regenerative or supernatural-healing abilities. This might mean exotic beasts such as undead, [[Vallorn|vallornspawn]], but even a barbarian force might qualify if it is supported by a number of magicians who are making good use of [[Heal|healing spells]]. Secondly, it is a very effective terror tactic. Those caught in the arc of the spell are left in no doubt as to the merciless intent of their opponents; no prisoners will be taken in this engagement. That fact alone is sometimes enough to break the morale of an enemy, or at least encourage them to withdraw until they can [[Purify|remove the venom]].&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
When performing this ritual, a coven often invokes symbols of poison and disease. Some magicians prefer to weave incantations involving poisonous plants and venomous animals, while others may work spells that suggest disease, sickness and pestilence. [[Eternal|Eternals]] such as [[Arhallogen]] and [[Llofir]] may be invoked, or the names of specific malignant plagues could be used.&lt;br /&gt;
&lt;br /&gt;
The target of the ritual is always a contributor, and the ritual should reflect that. Some practitioners of [[blood magic]], for example, make small cuts on the palms of the coven which are pressed against similar cuts on the target, symbolically focusing power in one of their number. Others might prepare a poisonous (or symbolically poisonous) brew, and cause the recipient of the enchantment to consume it at the climax of the ritual. &lt;br /&gt;
&lt;br /&gt;
Other common elements in this ritual might include the runes [[Mawrig]], [[Naeve]] or [[Yoorn]], the evocation of [[The Claw]] or [[The Drowned Shepherd]], the slow ringing of heavy bells suitable to a funeral, or evocations of the [[Legendary beasts#Hydra|hydra]], [[Legendary beasts#Dragons, Wyverns and Wyrms|wyvern]] or the basilisk (especially for the [[The Brass Coast|Freeborn]], [[Highguard|Highborn]] and [[The League]]).&lt;br /&gt;
&lt;br /&gt;
If the coven intends to draw additional power through the use of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]], it is not uncommon to dilute the lye in water and use it to paint designs on the skin of the target. If the concentration is high enough, the caustic solution will cause slightly painful minor burns that fade over the course of an hour or so - tracing runes in this way is especially appropriate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spring Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Mass Effect]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Curse_of_Gangrenous_Flesh&amp;diff=139373</id>
		<title>Curse of Gangrenous Flesh</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Curse_of_Gangrenous_Flesh&amp;diff=139373"/>
		<updated>2026-05-28T13:07:18Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Spring|40}}&lt;br /&gt;
&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}}  At the end of the ritual one of the [[Rituals#Contributors|contributors]] is chosen to deliver the curse with a [[curse#Pronouncement of Doom|pronouncement of doom]].&lt;br /&gt;
&lt;br /&gt;
{{curse}} &lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
This ritual creates a [[curse]] that is delivered to a target with a [[curse#Pronouncement of Doom|pronouncement of doom]]: one [[Rituals#Contributors|contributor]] is chosen to deliver the curse, and they must do so within fifteen minutes or it falls on their own head. &lt;br /&gt;
&lt;br /&gt;
While under the curse, the target experiences a powerful [[roleplaying effect]]; &#039;&#039;you feel feverish and unwell; and your skin constantly itches. When you are wounded, your wounds often weep pus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, while under the curse the target is under the effect of [[Calls#VENOM|VENOM]]. This venom cannot be removed by any means as long as the curse remains in effect. Any resources used to try and remove the venom condition are consumed without effect.&lt;br /&gt;
&lt;br /&gt;
You are more likely to suffer infected wounds and similar complications; you should see a referee after any significant engagement (a battle, skirmish or similar) in which you lost hits to see if your wounds are festering. You must see a referee after any engagement in which you were dying (and survived due to some magical assistance).&lt;br /&gt;
&lt;br /&gt;
If you become [[Combat#Terminal|terminal]] while under this curse, you are likely to be overwhelmed with feverish delirium and suffer a slow, agonising death as the flesh rots from your bones.&lt;br /&gt;
&lt;br /&gt;
{{Year Duration}}&lt;br /&gt;
&lt;br /&gt;
===Removing the Curse===&lt;br /&gt;
The curse can be removed by certain powerful creatures or items. It can also be alleviated by powerful rituals that remove curses of sickness such as the consumable produced by [[Amalgamation of Silver and Gold]].&lt;br /&gt;
&lt;br /&gt;
===OOC Elements===&lt;br /&gt;
A [[briar]] can use their [[Briar#Roleplaying Trappings|natural vitality]] to shake off the feeling of sickness and fever, but all the other effects apply as normal.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This dreadful curse can leave its victim prone to fevers, chills and a general malaise of sickness. Worse, when badly injured their wounds weep pus and quickly become infected. A seriously injured victim of this curse soon lapses into madness and death as they literally rot while still alive - skin and flesh slough from bones, starting with the extremities; the body bloats with gas; the brain is poisoned with the juices of decay and they soon die in fevered agony. This is a very unpleasant thing to see happen, especially to a loved one.&lt;br /&gt;
&lt;br /&gt;
Some victims go out of their way to avoid this horrible fate. Certain [[enchantment|enchantments]] and items can help to alleviate the fatal effects of the curse, but generally these are only effective for someone who already possesses reserves of bodily [[Combat skills#Fortitude|fortitude]]. For many people, the only way to survive this curse is to avoid dangerous situations that might cause serious injury.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
As with many curses this ritual often involves a recitation of the grievances against the target. The ritual often involves the burning of meat, or the torture with fire of a poppet that represents the target. Rotting food and drink may be another component, especially meat that is ripe with sickness. The runes [[Rhyv]] (to poison the blood), [[Bravash]] (to encourage sickness to breed and spread)  and [[Kyrop]] (to encourage sickness to weaken the target) may be evoked, as might the constellations of [[The Claw]] or [[The Drowned Shepherd]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Spring Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Turns_the_Circle&amp;diff=139372</id>
		<title>Turns the Circle</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Turns_the_Circle&amp;diff=139372"/>
		<updated>2026-05-28T13:07:05Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation|This page contains details of a Spring ritual that rapidly decomposes a corpse; for the song popular in the Marches see [[Turn the Circle]]}}&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Spring|4}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} This ritual targets a single corpse or a single [[Combat#Terminal|terminal]] character. The target must be present throughout.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
At the completion of the ritual, a corpse immediately blooms with plant and fungal life that rapidly consume the remains; buds erupt from their flesh and mushrooms sprout out of their skin. Within one minute, the body is entirely gone, replaced instead with a mouldering heap of vegetation that is easily scattered; not even bones are left behind.&lt;br /&gt;
&lt;br /&gt;
If the target is a terminal character, they die peacefully and painlessly when the ritual is completed, and their corpse is rapidly consumed as above.&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional corpses or terminal characters. Each additional target increases the magnitude by 1. All targets must be present throughout the ritual.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Turns the Circle&#039;&#039; draws on natural power to speed the process of decomposition to supernatural levels. It is a well-known belief that corpses quickly break down in the Spring realm, feeding the plants and animals of the realm and serving to nurture new life in the form of fungus and other spawn of rotting meat.&lt;br /&gt;
&lt;br /&gt;
This ritual is not often mastered by Imperial citizens; most of the people who do so are either murderers, [[Navarr magical traditions#Vates|vates]], or a small handful of magicians who dedicate themselves to either healing or hunting the undead. On the rare occasion that the ritual is needed it is usually a simple matter to spontaneously perform it.&lt;br /&gt;
&lt;br /&gt;
One of the most common uses for the ritual is to respectfully remove a corpse before it can be puppeted by a [[vallorn]], or used as the host for a spirit - in short, to prevent the creation of husks. On several occasions [[Navarr]] magicians have used the power of this ritual to speed the decomposition of the corpses in a funeral glade, to prevent them falling under the influence of a vallorn or falling into the hands of barbarians who would use them for sinister purposes. &lt;br /&gt;
&lt;br /&gt;
The ritual also has some medical applications. It is also an expensive but generally foolproof way to deal with remains that are diseased or cursed in some fashion. While burning is a more mundane solution, there are some cases where even the brief exposure required to move bodies may spread a contagion, or where the smoke of burning corpses will cause some other unlooked for effect. Some individuals who are lingering in great pain, especially Navarr and some traditional [[The Marches|Marchers]] request the use of the ritual to allow them to pass peacefully from life and enrich the soil in a natural way.&lt;br /&gt;
&lt;br /&gt;
Despite all of this, the ritual has a negative reputation because the most &#039;&#039;common&#039;&#039; use is by murderers looking to dispose of a victim and prevent [[voice for the dead|necromantic incantations]] being used to trace them. The rapid disposal of a corpse fortunately has no effect on more powerful magics such as [[Whispers through the Black Gate]] that do not require a body to function.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
&lt;br /&gt;
Common elements include things designed to prompt new life or speed decomposition, or which are associated with burial or funerals. For example, it is common to throw a handful of seeds onto the target in the hope they will quicken from the life-force released as the corpse is consumed. Likewise, handfuls of dirt may be thrown onto the body in a symbolic burial. When this ritual is performed on [[The Marches|Marcher]] targets who are not on the soil of their homeland, a little soil taken from the fields of the Marches may be used. It is traditional in these cases to collect a little of the material that remains after the spell is complete and return it to the same field.&lt;br /&gt;
&lt;br /&gt;
A number of ritualists weave the name of the fungal [[eternal]] [[Llofir]] into their performance, seeking to create a connection between their targets and that forces it wields as a primaeval exemplar of rot and decay.&lt;br /&gt;
&lt;br /&gt;
Elements such as natural sunlight or fresh water may also be used, and on the rare occasion that the [[Highguard|Highborn]] resort to this ritual it may be accompanied by the use of spices and unguents such as myrrh that are associated with death. The runes of [[Evrom|beginning]] and [[Yoorn|ending]] are often evoked with this ritual, as is the constellation of [[The Drowned Shepherd]] or [[The Oak]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;As the circle turns so new life grows from the stink and rot of decay; so new hope rises from the depths of despair; so the flesh returns to the soil. This is not my brother, my friend, my lover this is something they have discarded. They departed this place long ago, and their spirit treads the labyrinth. It is fitting that their body melt into the ground, and return whence it came, a circle turning with neither beginning nor end.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Spring Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mountain_Remembers_Its_Youth&amp;diff=139371</id>
		<title>Mountain Remembers Its Youth</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mountain_Remembers_Its_Youth&amp;diff=139371"/>
		<updated>2026-05-28T13:06:55Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Interdicted|ritual|[[381YE_Autumn_Equinox_Conclave_sessions|Autumn 381YE]]}}&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Spring|60}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}}&lt;br /&gt;
&lt;br /&gt;
{{Regio|Spring}} {{Target Territory}}&lt;br /&gt;
&lt;br /&gt;
During the performance of the ritual the casters must name a [[Territory#Regions|region]] within the target territory which has the &#039;&#039;rugged&#039;&#039; or &#039;&#039;hills&#039;&#039; quality. &lt;br /&gt;
&lt;br /&gt;
{{Curse}}&lt;br /&gt;
{{CaptionedImage|file=SwampGas.jpg|caption=This ritual brings a choking death to those who cannot escape the fumes.|align=right|width=500}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
The ritual affects a single [[territory]]. Over the course of the next few days a powerful [[curse]] settles over the area. The ground shakes and the earth cracks, releasing hot, sulphurous gasses from beneath the ground. These cracks are more likely to appear near large concentrations of people, especially [[Army|campaign armies]].&lt;br /&gt;
&lt;br /&gt;
Following the ritual, 500 [[Campaign_outcome#Casualties|casualties]] are assessed and spread among all potential targets in the territory harming both [[Army|campaign armies]] and [[fortifications]] (the [[fortification#bastion|bastion]] and [[fortification#garrison|garrison]] are targeted separately and both take a share of the casualties). Casualties inflicted on a [[Fortification#Bastion|bastion]] are reduced by four-fifths, being subject to the usual protections the structure enjoys. Any army in the territory does not benefit from [[Casualties#Natural_Resupply|natural resupply]] if they end their [[Army_orders#Movement|movement]] in this territory, and any garrison likewise cannot benefit from natural resupply while the curse is in effect.&lt;br /&gt;
&lt;br /&gt;
Any [[farm]] based in the target territory has its production reduced by 72 rings for the coming season, while each [[mine]] and [[forest]] produces four fewer ingots or measures of its base type. &lt;br /&gt;
&lt;br /&gt;
{{Territory Effects}} Given the curse causes earth tremors, and unleashes deadly poisonous vapours from beneath the ground, the population of a territory will certainly be affected by this ritual. Casualties are inevitable. Numbers are likely to be related both to population concentration (there&#039;ll likely be fewer deaths in territories where the population is spread out than in one where it is concentrated in one or two areas), and the terrain (more hills and mountains, or more people living in hills and mountains, will likely mean more deaths). Even where people don&#039;t die, they are likely to become sick, or have their homes damaged. Once the nature of the curse becomes clear, people are likely to become afraid, and may try and move away from threatened areas. [[Sinecure|Sinecures]] and [[ministry|ministries]], especially those that deal with agriculture, forest resources, or mining, may also be impacted by the curse.&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
{{Ritual Substitution|beggar&#039;s lye|measures}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual was developed at the [[Madruga#The_Lyceum|Lyceum]] under the auspices of [[Dean_of_the_Lyceum|Dean]] &#039;&#039;&#039;Simargl&#039;&#039;&#039; of the Circle of Zulgan-Tash, and completed shortly before the Spring Equinox 381YE. The original design was undertaken by the well-travelled [[Urizen]], &#039;&#039;&#039;Mercurio Ankarien&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During the process of [[Dean_of_the_Lyceum#Guiding_the_magicians_of_the_Lyceum|concluding the formulation]], there were additional opportunities to project the likely results of performing the ritual. The potential danger to civilian populations was outlined, as was the likely effect on farms in the area. The fact that the cracks created by the curse are more likely to appear around concentrations of people than not was also determined. There were some questions about the ethical implications of unleashing unrestrained clouds of poison gas, but on the whole, the magicians working on the ritual focused primarily on the theoretical underpinnings and on solving magical problems with shaping the magic effectively.&lt;br /&gt;
&lt;br /&gt;
The tremors the curse causes are dangerous, certainly, but they are the harbinger of destruction rather than the cause of it. They are unlikely to open under structures – the larger the structure the less likely they are to appear close to it. The focus of the ritual is on killing living creatures, not on destroying structures. Cracks will open in the ground in different places at different times over the season, releasing their lethal bounty of choking air. The more armies and fortifications there are in an area, the less each one suffers from the effect of the curse. As a consequence of the way the ritual is designed, the fewer the number of armies there are in the area, the fewer cracks open and the less widespread the foul air becomes. The number of civilian casualties is likely to be tied to the number of armies in the territory.&lt;br /&gt;
&lt;br /&gt;
This ritual does not draw on the power of an [[eternal]], nor does it draw spirits from the Spring realm. Rather, it creates a conduit between pockets of naturally occurring foul air that lies beneath the earth. Many miners are familiar with the concept of firedamp and similar choking or flammable gases. Those with experience of volcanos, in particular, know that there are winds in the earth that are inimical to life on the surface.&lt;br /&gt;
&lt;br /&gt;
The [[curse]] opens these conduits, allowing the volatile gases deep in the earth to spew out. Rather than being flammable, these stinking clouds choke and strangle living creatures. Humans and orcs are not the only beings affected – birds, animals, and plants are all affected to some degree. Trees wither and die, as do crops in the field, and even the grass itself where the destructive poison touches. Standing water in the area may be poisoned as well, killing fish and aquatic plants with equal facility. Where one of these cracks opens, the land is marked with death.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid the worst effects of this killing cloud by moving quickly out of the area. Anyone who is unable to physically escape the poisonous air, like the wounded, penned animals, the young, and the physically infirm, are much more likely to succumb to the choking death. &lt;br /&gt;
&lt;br /&gt;
The poison gas is quite dense and moves only slowly except in particularly strong winds which may cause the clouds to dissipate more quickly. Rain may also dissipate the clouds, but unfortunately, this will actually spread the poison a little wider – albeit more slowly – by causing it to sink into the surface soil or form poisonous puddles.&lt;br /&gt;
&lt;br /&gt;
Even those who act quickly may not entirely avoid the effects – some exposed to the gas will be envenomed, making them more likely to [[Calls#VENOM|succumb to injuries]] they sustain shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Finally, the ability to spread panic should not be underestimated – an army whose flank is scattering to avoid the threat of a spreading cloud of sulphurous venom is much more vulnerable to attacks from an organised force.&lt;br /&gt;
&lt;br /&gt;
One word of caution regarding this ritual relates to performing it in territories where there are cities – in the Empire this would likely include [[the League]] [[The_League_territories|territories]], [[Miaren]] (site of [[Miaren#Seren|Seren]]), [[Mitwold]] (site of [[Mitwold#Meade|Meade]]), [[Redoubt]], (site of [[Redoubt#Cargo|Cargo]]), [[Bastion]] (site of the [[Bastion#Bastion.2C_the_White_City|White City]]), and potentially also [[Hahnmark]] (site of [[Hahnmark#Kalpaheim|Kalpaheim]]). The intense concentration of people in these areas is likely to attract several poison-spewing cracks, and the confined nature of these environments, may potentially cause increased loss of civilian life. &lt;br /&gt;
{{CaptionedImage|file=Mountain Remembers.png|caption=The trembling earth and gaping cracks portend worse to come.|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
A map of the target territory is often a focus for performing this ritual. A physical map may be burned, or buried under ash or dust, or washed away with beggar&#039;s lye. A map drawn or traced on the ground may be damaged in a way to suggest cracks opening in the ground. &lt;br /&gt;
&lt;br /&gt;
The original ritual, as heavily guided by the Dean, is intended to remind the mountains and hills of the territory of their youth – when the world was young. He recommends that the ritual be accompanied by pounding drums (perhaps in the [[the Brass Coast|Freeborn]] style), with wild dancing (especially fire dancing), and loud ululations from all who are present. By recalling this primordial time, the earth can be persuaded to let loose its poison breath. Several [[Varushka|Varushkan]] and [[Wintermark]] magicians familiar with [[Otkodov]] comment that there are elements in the ritual that remind them of stories they have heard of the [[Thule]] territory of [[Otkodov#Nithoggir|Nithoggir]].&lt;br /&gt;
&lt;br /&gt;
The rune [[Mawrig]] is commonly used during this ritual. The [[astronomancy|astronomantic]] sign of [[the Drowned Shepherd]], or possibly [[the Wanderer]]. Destructive legendary beasts – [[Legendary_beasts#Dragons.2C_Wyverns_and_Wyrms|dragons]], [[Legendary_beasts#Sphinxes_and_Manticores|manticores]], and even [[Mundane_beasts#Kraken|kraken]] – resonate with the ritual. A [[Aspect_magic#Goetia|goetic]] might call on [[Siakha]], the devouring shark-eternal whose resonance is unrestrained destruction but it might also resonate with [[Llofir]] or [[Arhallogen]]. A [[Aspect_magic#Theurgy|theurgist]] may struggle to find a [[Paragons_and_exemplars|paragon or exemplar]] who resonates with the destructive power of this ritual - the closest historical figure the theoreticians at the Lyceum could come up with was [[Casinea#Casfall|Casca]], and she is not recognised by the [[Synod]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dean Simargl, the Empty One&amp;quot;&amp;gt;If you don&#039;t like it, don&#039;t cast it.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Spring Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Warfare]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Patterns_of_fairytales&amp;diff=139370</id>
		<title>Patterns of fairytales</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Patterns_of_fairytales&amp;diff=139370"/>
		<updated>2026-05-28T13:06:46Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Winter]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Lesser short-nosed fruit bat.jpg|caption=Bats, specifically bats in the Marches, have been particularly active over the last few months.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Magic is everywhere, but not everything is magic. Here we talk of many different things - rituals cast, the doings of the [[Conclave]], the often contradictory demands of the [[eternal|eternals]]. A grab bag of stories - some of them nearing their ends, some of them floundering in the middle, some of them barely begun.&lt;br /&gt;
&lt;br /&gt;
There are a number of other winds that talk about magical events in the Empire; of particular interest might be [[Secret meeting]], which covers the responses to the [[Archmage]] [[Archmage#Plenipotentiary|plenipotentiaries]], [[Hammers and boxes]] which in particular discusses special uses of the ritual [[Ephisis&#039; Scale]], and [[Gifts of a green mother]] that talks about boons provided by [[Yaw&#039;nagrah]] to those brave - or foolish - enough to seek them.&lt;br /&gt;
&lt;br /&gt;
==Mortal Magic==&lt;br /&gt;
Not every strange event is magic, not every magical thing is strange. Magic can be familiar or alien, and may be different things to different people. It isn&#039;t always the purview of magicians either - there is magic in all kinds of places from the herbs favoured by physick and apothecary to the materials drawn from mines and forests. One thing is sure though, from the most mundane [[hearth magic]] to the strange influence of [[Astronomancy|the stars]], to the vagaries of fate and chance, it changes what it touches.&lt;br /&gt;
&lt;br /&gt;
[[Regrow the Land&#039;s Heart|Gentle rains]] fall on [[Feroz]] and [[Upwold]]. In the former territory it helps to wash away some of the scars of years of occupation by the rapacious Governor Rahab. Magical citadels are conjured across the Empire, providing protection against the threat of barbarian nations. Cold prosperity comes to certain herb gardens in [[Hahnmark]], invoked by the magicians of Wintermark, as the servants of [[Sorin]] visit to ruthlessly cull weak or less-than-useful plants. Who knows what boon the eternal may ask for this blessing?&lt;br /&gt;
&lt;br /&gt;
Here then are examples of magic mortals have inspired, great and small.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Chalice.jpg|title=Order of the Silver Chalice|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Chalice and Water===&lt;br /&gt;
* &#039;&#039;&#039;The Silver Chalice order are offering aid to those caught by the flooding of the Scorrero&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will be engaged in helping relieve the suffering in Segura and Kahraman until the Summer Solstice 387YE&#039;&#039;&#039;&lt;br /&gt;
Following the [[Where_the_river_rises#Lamentable_Loss_of_Life|terrible events]] in [[the Brass Coast]] caused by the flooding of the Scorrero river, [[Grandmaster]] &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039; [[Concord#Guiding_an_Order|guided]] the [[Silver Chalice]] to &amp;quot;&#039;&#039;offer succour to those in need who have suffered as a result of the river Scorrero flooding&#039;&#039;.&amp;quot; The [[Conclave]] agreed and [[386YE_Autumn_Equinox_Conclave_sessions#Concord:_Guide_Silver_Chalice|provided some support]], while the Grandmaster also collected a large number of healing herbs to help ease the suffering of those in Segura and Kahraman.&lt;br /&gt;
&lt;br /&gt;
When the river rose, many settlements along the Scorrero in [[Segura]] and [[Kahraman]] were taken by surprise. Their homes and fields have been washed away, and many were forced to flee the surging river waters with little more than their lives and the clothes on their backs. The [[egregores]] believe that more than two hundred people of all ages perished in the floods, and easily twice that number sustained significant injuries. Many, many more lost their homes or livelihoods. Sickness threatens to spread as the waters recede, and drinkable water becomes scarce thanks to filthy waters tainting wells and streams. Starvation becomes a very real threat, with food stores ruined and Winter approaching.&lt;br /&gt;
&lt;br /&gt;
Into this chaos come the members of the Silver Chalice. Those magicians versed in the arts of the [[Surgical skills#Physick|physick]] and the [[Surgical skills#Apothecary|apothecary]] set to work using the collected herbs to quell sickness, mend shattered bodies, and soothe wounded spirits. Magical healers are able to mend limbs, and treat the symptoms of disease before they can spread. Ritual magicians skilled in [[Winter magic|Winter]] and [[Day magic|Day]] lore help to restore or preserve food and drink, while [[Spring magic|Spring adepts]] are in demand everywhere for their healing powers.&lt;br /&gt;
&lt;br /&gt;
Everything that can be done by the order is being done. The loss of life does grow, slowly, to the grief of many offering their support to the people of the Brass Coast, but the extra lives lost are a fraction of what they could have been. The intervention of the order has saved the lives of hundreds of people if not more. Yet the work is not done. The Scorrero remains fattened, and may never return to its old course. Houses, farms, businesses - all have been ruined. People have nowhere to live, and great tent towns have grown up on the dry land near the swollen river. &lt;br /&gt;
&lt;br /&gt;
While there has been some damage in Kahraman, it is Segura that has borne the brunt of the furious river. The two main bridges connecting Segura and the [[Segura#Sunset_Roads|Sunset Roads]] to the rest of the Empire are [[Where_the_river_rises#Crossing|broken into kindling]]; only the Sobral Bridge remains. This hampers access to Segura from the north - it is impossible to reach the territory from Madruga at all and the only secure way to enter the [[Segura#Sobral Grasses|Sobral]] remains via [[Kahraman#Gambit|Gambit]] in [[Kahraman]]. The town of Cerevado has been particularly unlucky; buildings along the waterfront are flattened or in some cases carried away by the flood. &lt;br /&gt;
&lt;br /&gt;
The [[Cerevado Nets]] remain [[Where_the_river_rises#Glitter|damaged]], and after a glut of [[ilium]] following the floods &#039;&#039;&#039;Lexis i Leharo i Guerra&#039;&#039;&#039; will receive no more star metal until they are repaired. The Sunset Roads remain closed.&lt;br /&gt;
&lt;br /&gt;
Thanks to the Silver Chalice, the people displaced by the floods will slowly rebuild their lives. Even if there is no further intervention, by the start of the Summer Solstice 387YE the worst of the damage will be cleared - although the matters of the Cerevado Nets and the bridges across the Scorrero will need more than the presence of the Silver Chalice to resolve.&lt;br /&gt;
====Injuries of the Soul====&lt;br /&gt;
* &#039;&#039;&#039;Ossegrahn is dismayed that the Empire chose to save property over people&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some look to the Chalice to challenge the decision to prioritise property over people&#039;&#039;&#039;&lt;br /&gt;
There are a few heralds of [[Ossegrahn]] in Segura and Kahraman offering their particular aid to the people there. They are disappointed that the magicians who caused the Scorrero to break its banks chose not to use the boon the &#039;&#039;Tarnfather&#039;&#039; had provided that would have reduced loss of life by focusing the wrath of the risen river against &#039;&#039;things&#039;&#039; rather than &#039;&#039;people&#039;&#039;. They don&#039;t go out of their way to spread this news, but those Freeborn who ask about it waste no time telling their neighbours. The Conclave [[386YE_Summer_Solstice_Conclave_sessions#Endorsement:_Casting_Raise_the_Rivers|endorsed]] the casting of the ritual, agreeing that it was necessary to deal with the greater threat of the Blight in Madruga. That is the right of the Conclave, and even those who have lost their homes can see the importance of not letting that blight spread to consume the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
Yet talk of that boon of Ossegrahn rankles. The Silver Chalice exists to &amp;quot;&#039;&#039;ensure that Conclave is reminded of the value of life, and that it makes decisions with that value in mind&#039;&#039;.&amp;quot; Why, ask the refugees from the swollen river, did Conclave choose to save things rather than people? What was their thinking?&lt;br /&gt;
&lt;br /&gt;
At the moment, people are too busy trying to survive or somehow repair their broken livelihoods. They are sad, more than angry, at what they are hearing. Still they look to the Chalice to challenge the Conclave in the hope of getting some answers, a sentiment that is echoed by &#039;&#039;Bogfearthan&#039;s&#039;&#039; heralds.&lt;br /&gt;
&lt;br /&gt;
====A Grand Lodge====&lt;br /&gt;
* &#039;&#039;&#039;A declaration of endowment giving the &#039;&#039;Silver Tears&#039;&#039; 25 mana crystals would see new plans brought forward for a grand lodge for the Silver Chalice&#039;&#039;&#039;&lt;br /&gt;
While working to resolve the [[Parched earth|Parched Blight]], the Silver Chalice first put forward the idea of building a [[Parched_earth#Grand_Lodge|Grand Lodge]] to serve as a central meeting place for members of the order. Since then [[Lit_up#Grand_Lodge|developments in Mareave]] have temporarily put a halt to any such plans. However, in recent years, the Silver Chalice has come to the aid of the Brass Coast more than once, helping them deal with potentially existential threats, and that aid has not gone unnoticed.&lt;br /&gt;
&lt;br /&gt;
A small group of wealthy Freeborn from Kahraman, Madruga, and Segura have approached the Silver Chalice members helping deal with the aftermath of the flood with a proposal. They would very much like to see a grand lodge of the Silver Chalice built on the Coast and have formed a parador, the Silver Tears, to try to help. Having seen what the Golden Pyramid are proposing they can how such a thing could provide valuable benefits to the Order and to whichever territory it is built in. The Silver Chalice are popular and well liked on the Coast - what better place for it?&lt;br /&gt;
&lt;br /&gt;
Ideally they would like to create something on the scale of the one put forward for Mareave, or perhaps even a little &#039;&#039;more&#039;&#039; ambitious. After all, the Silver Chalice is the most important order in the Conclave, they really ought to have a grand lodge that reflects that. And besides, the Chalice came up with the idea &#039;&#039;first&#039;&#039;, so why let the Pyramid take all the glory? But they understand that money is limited and the Chalice may prefer something more modest so that they can devote their resources to helping others.&lt;br /&gt;
&lt;br /&gt;
They intend to do the work to create plans for such a structure, but being Freeborn they expect fair payment for their work. Should the [[Conclave]] pass a [[Declaration]] of [[Endowment]] providing the Silver Tears with 25 crystal mana from the font, then by the Spring Equinox they will prepare a plan to build a grand lodge for the Silver Chalice in the coast. The declaration would need to determine &#039;&#039;where&#039;&#039; in the Brass Coast it was to be built. Kahraman feels like a poor choice, but Segura, Feroz, or Madruga would all provide a suitable location for such a lodge.&lt;br /&gt;
&lt;br /&gt;
If the wording of the declaration encourages them to produce something ambitious, they will aim for something even more impressive than the structure proposed for Mareave. If the wording encourages them to produce something practical, they will make plans for something more modest. If it isn&#039;t clear, they&#039;ll produce something on the same scale as Mareave.&lt;br /&gt;
&lt;br /&gt;
This opportunity is only available at the Winter Solstice. The civil service indicate that an order can only have one grand lodge, so if the Silver Chalice do ultimately build a grand lodge here, they could not build one elsewhere in the Empire.&lt;br /&gt;
&lt;br /&gt;
====Participation====&lt;br /&gt;
Any member of the Silver Chalice may have joined the efforts to help people in Segura and Kahraman, which are still ongoing. They will have spent their time healing the injured, fighting sickness, and helping ensure displaced people had sufficient food, drink, and other supplies.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ClawIllustrationInk.JPG||align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shrouds and Stars===&lt;br /&gt;
* &#039;&#039;&#039;The Penumbral Veil has been drawn across most of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magicians drawing on the Claw in their magic may experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
After the Autumn Equinox, the [[Drawing the Penumbral Veil|Penumbral Veil]] settled across the entire Empire - or at least those parts of it that are Imperial territories. While the night skies above the rest of the Empire twist and change, those above [[Madruga]], [[Mournwold]], and [[Therunin]] are untouched as are those above [[Casinea]] for some reason. For the last three months, then, anyone travelling at night in an Imperial territory finds the night sky appears strange and unfamiliar - some stars are not where they are expected to be; the moon often seems closer, or further away, or in unexpected phase; there are new lights in the sky, sometimes of marvellous colour, where no stars have been seen before. These effects are subtle - nothing like the wholesale warping of the entire nocturnal heavens that are sometimes observed when this ritual is cast. But they are noticeable if one knows what to look for. The effects of &#039;&#039;Drawing the Penumbral Veil&#039;&#039; are quite durable - so it is likely to be at least a year or more before things return to normal.&lt;br /&gt;
&lt;br /&gt;
At the same time the sky is being altered, three constellations are made particularly pronounced. [[The Mountain]] and [[The Great Wyrm]] have clearly come into a powerful conjunction of some kind, with wide-reaching effects on Imperial magic. At the same time, the constellation of [[the Claw]] seems especially pronounced. Those who know where it is, and what it looks like, find their eyes are drawn to it whenever they see the night sky. The sensation of gazing on the Claw may make sensitive people (especially [[naga]] or [[merrow]]) a little uneasy.&lt;br /&gt;
&lt;br /&gt;
If it is invoked it in an [[astronomancy|astronomantic]] ritual, any contributor to that ritual will feel its power particularly strong and immediate. Anyone who wishes may experience the [[roleplaying effect]]: &#039;&#039;you feel an urge to assert your dominance over anyone who challenges you, or seek a physical confrontation with anyone you feel has wronged you. Violence seems easy and satisfying.&#039;&#039; This effect lasts for at least half an hour if a player chooses to embrace it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Obviously Profound Decisions cannot (yet) change the night sky, if you are somewhere affected by the veils at night you should feel free to have in-character arguments about whether such and such a star or constellation is in the right place, or whether the moon looks peculiar or not, or how bright the Mountain, Great Wyrm, and Claw are tonight.&lt;br /&gt;
&lt;br /&gt;
===Wyrm and Mountain===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=MountainIllustrationInk.JPG|title=The Mountain (Illus.)|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A Grand Conjunction of the Great Wyrm and the Mountain has had a profound effect on magical laws&#039;&#039;&#039;&lt;br /&gt;
Imperial [[astronomancy|astronomancers]] have marked a rare Grand Conjunction of [[the Great Wyrm]] and [[the Mountain]] in the skies above the Empire. The stars known as &#039;&#039;Uril, Who Twists&#039;&#039; and &#039;&#039;Omadan, Who Breaks All Names&#039;&#039; seem particularly bright, and there is a great deal of discussion as to what it might mean (if anything) that these two stars are generally seen as being the end of the tail and the point of the snout of the notional celestial Wyrm.&lt;br /&gt;
&lt;br /&gt;
The impact of this conjunction has already been felt by magicians, with seismic changes to the way certain types of magic, specifically those associated with warfare, function. The changes in these magics have been carefully checked and rechecked by the magicians of the [[Unfettered Mind]] as part of their ongoing research on rituals in Imperial lore that might have an eternal assurance underpinning them. They are not temporary in nature; this is a permanent alteration to the way [[Army|armies]], [[military unit|warbands]], and [[fleet|ships]] are [[enchantment|enchanted]], and to how certain divinations work. &lt;br /&gt;
&lt;br /&gt;
By exploring these changes, the Unfettered Mind have uncovered some interesting insight into the design of [[arcane projection|arcane projections]] functioning in these areas - and are reasonably confident that the impact of this conjunction is not yet finished.&lt;br /&gt;
====Unravelling====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|title=The Great Wyrm is the emblem of transformation and transfiguration.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections created before Winter 386YE that enchant armies, navies, military units, or fleets no longer work&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Such arcane projections are unravelling and may be exchanged for crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability to exchange an arcane projection lasts until the end of the Autumn Equinox 387YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The inability to cast these arcane projections is permanent&#039;&#039;&#039;&lt;br /&gt;
The Unfettered Mind are also the first people to spot a peculiar phenomenon that seems to have started at the same time as the Grand Conjunction. The Great Wyrm is the [[The_Great_Wyrm#Symbolism|emblem of transformation and transfiguration]], not only that change will happen but that it is inevitable. It is especially common to invoke it in magical rites and processes that deal with magic itself, and it seems that this Grand Conjunction is having a direct impact on certain forms of magic - and certain forms of magical creation. Specifically [[arcane projection|arcane projections]] that deal with war and warfare.&lt;br /&gt;
&lt;br /&gt;
Any arcane projection issued before E1-2025 that attempts to [[enchantment|enchant]] an [[Army|army]] or [[navy|navy]] can no longer be cast. Likewise, arcane projections that involve enchanting a [[military unit]] or [[fleet]] will no longer function. The Grand Conjunction appears to have scrambled the magic bound into the projections themselves. &lt;br /&gt;
&lt;br /&gt;
During the coming solstice, any arcane projection that no longer functions (those creating enchantments that target a military unit, fleet, Imperial army or Imperial navy), created before Winter Solstice 386YE, may be brought to GOD and exchanged for 10 crystal mana. This either represents someone intentionally speeding the unravelling process along to reclaim the mana invested in the projection, or might mean that in-character a valued projection (that the player no longer wants OOC) has fallen apart despite their best efforts. The ability to exchange defunct arcane projections for mana in this way will persist until the end of the Autumn Equinox 387YE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; You&#039;ll need to hand the arcane projection phys-rep over so we can mark it as inactive on our systems. We don&#039;t plan to reprint lost arcane projections for the event; if you have lost an arcane projection in downtime you can e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] after the event with the details of the missing projection and we&#039;ll do our best to replace it in time for the Spring Equinox.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=DrownedManIllustrationInk.JPG|title=The Drowned Shepherd (Illus.)|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Drowned Shepherd====&lt;br /&gt;
* &#039;&#039;&#039;It is currently not possible to create arcane projections that create a curse which targets an individual&#039;&#039;&#039;&lt;br /&gt;
While the Drowned Shepherd is not part of the Grand Conjunction, astronomancers have indicated that there is a connection forming between its stars and those of the Great Wyrm. As a consequence, it is not possible to create an arcane projection that creates a personal [[curse]] - a curse that targets an individual. Such arcane projections that already exist can still be cast, but magicians of the Unfettered Mind theorise that it is only a matter of time before the same conjunctional effect that has diminished the power of warlike arcane projections affects arcane projections based around curses.&lt;br /&gt;
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===The Littlest College===&lt;br /&gt;
* &#039;&#039;&#039;Access to the Loom of Spells will be auctioned at 14:00 on Sunday at the Imperial Regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sanvar Isk has lost access to the Loom of Spells, and has apparently also lost the use of his knees&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Loom of Spells is now controlled by the Church of The Little Mother&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The salons of Tassato are desolate. Comedic playwrights and witty gossips wail and rend their garments. The worst boss in the Empire, the greatest buffoon of all the Autumn realm, the orphan-kicker himself, Sanvar Isk, has lost access to the Loom of Spells. No more can his antics provide guaranteed laughs to anyone looking for a cheap and easy punchline. Some seek consolation in the fact that he was apparently violently assaulted and dragged off by a debt collector going by the wonderful name &#039;Charlie Kneecaps&#039;, but it provides only cold comfort. Then an unpopular street performer does something annoying again and everyone moves on to the next essential item of gossip.&lt;br /&gt;
&lt;br /&gt;
In the mean time, it seems that Sanvar Isk&#039;s greatest enemies have picked up where he left off. The Church of The Little Mother has somehow managed to leverage their wealth and contacts to take over the contract for the Loom of Spells. Tassato&#039;s mountebanks, used to picking up odd shifts at the Loom and slacking off whenever the boss turned away, have learned to fear the children tasked with keeping them working. Still, at least they pay actual money these days. It could be a lot worse.&lt;br /&gt;
&lt;br /&gt;
As the equinox draws nearer, a message is sent to the civil service. The Church of [[The_Little_Mother|The Little Mother]] intend to auction off the Loom once again, and apparently have decided not to break with Sanvar Isk&#039;s standard approach. A [[bishop]] of the Church will attend the Imperial Regio at 14:00 on Sunday of the forthcoming summit, where the auction will take place. Bids are to be given in mine or forest measures. It does not matter what measures are given, and bids may include a mixture of different materials. The only thing that matters is the raw quantity. They remind potential bidders that the Loom can only codify rituals of up to the tenth magnitude, but have established that the ritual Quick Study, which is part of Urizen lore, will work. The bishop taking the bids has been assigned as head of the work crews on the Loom this season, and may be targeted by this ritual if needed, though they will expect any bidders who require such a thing to have arranged their own casting and to be ready to cast it as soon as their bid is declared successful.&lt;br /&gt;
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===Visions In The Swamp===&lt;br /&gt;
* &#039;&#039;&#039;The Raven Seer has tasked the Mystics of Ishal with finding a storied site for a new Meeting Place&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Mystics of Ishal invite the Raven Seer and any mystics of Anvil who wish to join them to attend a traditional Goosewhisper ceremony&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of the Sentinel gate will open to The Aviary of Ishal, Skymark, Kallavesa at 22:05 on Friday&#039;&#039;&#039;&lt;br /&gt;
It has not been long since the Mystics of Ishal scattered from their Aviary to pursue whatever trails the omens might lead them on. Two brief seasons of walking the world have gone by. During that time they have quickly begun to reap the rewards, finding opportunities last season to defend their ancestral homes in the Swamps of Kallavesa. This season the [[Raven Seer]] set them another task: find a storied site to [[A_stone_for_a_stone#Create_A_New_Meeting_Place|rebuild the Meeting Place]]. The Mystics have duly followed the signs that the world has given them, and have apparently found three potential places: the shores of Lake Nutjuitoq, where Tromsa meets the Suaq Wastes; Gull’s Isle, a tidal island in the Gullet that sits directly on the border between Kallavesa, Sermersuaq and Skallahn; and Coracle Rock, an ancient dolmen on the border between North Fens in Bregasland and Blutgahn in Hordalant. Any of these places, they are sure, could be a site for a new Meeting Place. There&#039;s only one problem: they have no idea why any of these places are important.&lt;br /&gt;
&lt;br /&gt;
It is uncertain exactly how the visionary magic of the [[Goosewhisper Infusion]] works, and few mystics are inclined to question it. They are certain, however, that when numerous mystics have come together to meditate on matters of great importance, the visions can be powerful revelatory forces. Handfuls of soil and snow have been covertly gathered from these sites and scattered at a certain grove near the Aviary. If visions can be steered, then this would certainly steer them. Now they just need to wait for people to arrive.&lt;br /&gt;
&lt;br /&gt;
There was a time when the [[Sentinel Gate]] opened every season to allow the mystics of Wintermark to return to the swamps and partake of Goosewhisper Infusion. As with so many patterns of the Empire&#039;s most mysterious artefact, it was not to last. Yet this season, prognosticators have identified that a conjunction of the gate will open at 22:05 on Friday of the forthcoming summit. It will lead to the Aviary of Ishal. The remaining Mystics of the Aviary, not at all surprised by this turn of events, intend to host a traditional Goosewhisper ceremony, as they have done many times before. Any mystic who wishes to attend is welcome to do so, though they will have to bring their own Goosewhisper - the Aviary is important, but not wealthy. The visions will, it seems, have something to say about these places and what their significance has been in the past.&lt;br /&gt;
===Animal Magic?===&lt;br /&gt;
* &#039;&#039;&#039;There are reports of an increase in the number of beast attacks in the north-west&#039;&#039;&#039;&lt;br /&gt;
As the Winter Solstice draws close, stories begin to spread of a marked increase in the number of beast attacks in [[Sermersuaq]] and neighbouring territories. Obviously, there are already dangerous beasts in Sermersuaq - the [[Inhabitants of the realms#Guardian|guardians]] unleashed by [[Agramant|Blood on the Snow]] and the [[Hayaak|Gryphon Prince]] - and they are certainly being a little more feisty than previous. But these stories involve attacks by more mundane animals - mammoths, lions, walruses, bears, even some unexpected creatures like normal-sized squirrels and even a few domestic pets or cattle. It&#039;s not clear what&#039;s causing this - it doesn&#039;t seem to be an [[enchantment]] or a [[curse]] as such. No additional loss of life is reported, but it is a little worrying nonetheless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Participation:&amp;lt;/big&amp;gt;&#039;&#039;&#039; Anyone in the north-west, especially Sermersuaq, Hahnmark, Skarsind, or Hercynia, is welcome to roleplay that they have had an unpleasant and slightly unsettling encounter with an animal or beast. The exception is rats - nobody seems to be being attacked by rats. Not more than usual, anyway.&lt;br /&gt;
&lt;br /&gt;
==Eternal Magic==&lt;br /&gt;
There are creatures beyond the mortal world, the inhabitants of the six realms of magic, closer than they seem, further away than can be imagined. They dabble and deal, bargain and bond, offer and take, and it&#039;s hard to predict exactly where their gifts will lead. The Empire can reach out to them through the powers of the [[Archmage]] and the [[Conclave]], but they also reach back - the one could not exist without the other - and sometimes their touch is gentle and sometimes it is harsh.&lt;br /&gt;
&lt;br /&gt;
===Mists, Marshes, and Marchers (Sadogua)===&lt;br /&gt;
* &#039;&#039;&#039;Sadogua remains grumpy, and will not do more than the bare minimum in response to &#039;&#039;Dripping Echoes of the Fen&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A successful meeting with a delegation from Wintermark has improved his mood somewhat with regard to Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds from the Night realm have attended several Wassail celebrations in the Marches&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Sadogua|Father of Bats]]&#039;&#039; has been in a terrible mood for the last year or more following the [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash Incident]]. As with previous seasons, his favoured servant the Almighty Panjandrum &amp;lt;s&amp;gt;have&amp;lt;/s&amp;gt; has indicated that while he continues to honour the agreement that &amp;lt;s&amp;gt;underscores&amp;lt;/s&amp;gt; underpins [[Dripping Echoes of the Fen]], he will not bring any additional power to bear in supporting it. As [[Skeleton_key#Empty_Echoes_(Sadogua)|in previous seasons]], the ritual will still work - it simply won&#039;t &amp;lt;s&amp;gt;perfect&amp;lt;/s&amp;gt; protect anything beyond the region where it is cast. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The ritual can be cast normally, but it provides protection only the targeted region. If the region is attacked however, its effective strength is increased and it causes casualties as normal)&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;The Almighty Panjandum&amp;quot;&amp;gt;&amp;quot;What&#039;s better than a wizard in a hat? Three wizards in a hat.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Furthermore, for the foreseeable future, the Almighty Panjandrum &amp;lt;s&amp;gt;won&#039;t&amp;lt;/s&amp;gt; will continue to &amp;lt;s&amp;gt;eat&amp;lt;/s&amp;gt; answer any [[Missive for Sadogua]] sent by a [[Varushka|Varushkan]] magician. They reassure such wizards that they are &amp;quot;&#039;&#039;absoluticately commiticuled to the precisionist presentationism of the questions sent, and the exactimundic transcribbling of the Great One&#039;s repliction&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====The Hidden Lyceum====&lt;br /&gt;
* &#039;&#039;&#039;Sadogua offers to extend the wards currently protecting the Lyceum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Conclave accepts he will work with the orders to find ways to more permanently protect the island and its college of magic&#039;&#039;&#039;&lt;br /&gt;
The [[Madruga#The_Lyceum_(Hidden)|Lyceum]], the island where the Empire&#039;s first [[college of magic]] lies, is currently hidden away behind [[A_beacon_of_smoke#Objective:_Raise_the_Lyceum&#039;s_wards|warding mists]] that protect it from all outside. Unfortunately it also prevents anyone from getting to or from the island. The heralds of the &#039;&#039;Black Sloth&#039;&#039; are able to reach the island thanks in part to the [[Dean_of_the_Lyceum#The Quiet Annexe|Quiet Annexe]] but mostly thanks to the Conclave having (possibly accidentally?) granted the &#039;&#039;Toad King&#039;&#039; [[Laws_of_magic#The_Law_of_Dominion|Dominion]] over it.&lt;br /&gt;
&lt;br /&gt;
As such, the [[Dean of the Lyceum]] can still [[Dean_of_the_Lyceum#Guiding_the_magicians_of_the_Lyceum|guide the magicians]] there in codifying rituals and the eternal is more than happy to transport arcane projections, messages, and ritual texts back and forth. Indeed, the heralds of &#039;&#039;Wyrmwynd&#039;&#039; are ensuring that money spent by the Senate to pay for the vital supplies needed to upkeep of the college are getting through to the magicians who need them.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox, the Imperial Conclave [[386YE_Autumn_Equinox_Conclave_sessions#Alignment:_Sadogua,_Amity|accepted an offer]] from &#039;&#039;Fogforger&#039;&#039; to find a way to permanently protect the island from outside attack. The good news from Sadogua&#039;s heralds are that he has successfully achieved this task, and with surprising swiftness. Unfortunately, in an unrelated matter, the mechanisms that powered the wards of mist and storm form the island have been rather irreparably broken and it is unlikely anyone will ever find out how that happened. The good news is that the wards will not persist indefinitely, preventing anyone from reaching the island. For good measure, the &#039;&#039;Father of Bats&#039;&#039; has encouraged two [[Inhabitants_of_the_realms#Guardians|guardians]] of the [[Realm#Night|Night realm]] to take up residence in the mists - the subtle and hypnotic &#039;&#039;Wyrm of Sleggoth&#039;&#039; now guards the waters and the bat-like &#039;&#039;Nightwing&#039;&#039; guards the skies above. Even if someone should find a way to penetrate the mists, these guardians would likely make short work of them.&lt;br /&gt;
&lt;br /&gt;
The bad news is that he still hasn&#039;t &#039;&#039;quite&#039;&#039; worked out a way to let people &#039;&#039;through&#039;&#039; the mists so that Imperial (and [[Commonwealth]]) magicians can get in and out. He is still working on that, but the important thing is that the Lyceum is now very safe indeed. He&#039;s confident that he will be able to find a workable solution by the end of the year probably, but also notes that in the event the [[Grandmaster]] of either the [[Unfettered Mind]] or the [[Shuttered Lantern]] were to consider [[Concord#Guiding_an_Order|guiding their order]] to assist him and his heralds they could find an answer much earlier - although it is likely to be a bit thrown together and expensive. Or the Conclave could simply wait it out - the Lyceum probably isn&#039;t going anywhere, and everyone on it is reasonably safe.&lt;br /&gt;
====Meeting of Minds====&lt;br /&gt;
* &#039;&#039;&#039;Dripping Echoes of the Fen cast on Rundahl Marsh will protect the entire territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Brother of Wizards commends the Wintermark mystic Wiglaf&#039;&#039;&#039;&lt;br /&gt;
Last season, a delegation of [[Wintermark|Winterfolk]] [[Nightcall#Father_of_Bat|attended a meeting]] with the &#039;&#039;[[Sadogua|Black Sloth]]&#039;&#039; arranged by the mystic &#039;&#039;Brennir Calversbairn&#039;&#039;. What passed between them during the meeting is not clear, but apparently some kind of accord was reached - at least in [[Kallavesa]] and the [[Dripping Echoes of the Fen]]. Going forward, Sadogua pledges to support that ritual when it is cast on [[Kallavesa#Rundahl Marsh|Rundahl Marsh]] with the same amount of enthusiasm he used to support castings of the ritual across the Empire. That is, when Dripping echoes of the Fen is cast on Rundahl Marsh, the resulting [[Night magic]] and [[Inhabitants of the realms#Heralds|heralds]] will protect the entire territory rather than just that [[Territory#Regions|region]]. For the rest of the Empire, the ritual will continue to only affect the region it is cast on.&lt;br /&gt;
&lt;br /&gt;
On the subject of Wintermark, the &#039;&#039;Brother of Wizards&#039;&#039; also commends the good work done by the mystic &#039;&#039;&#039;Wiglaf&#039;&#039;&#039;. His heralds suggest that they might wish to use [[Missive for Sadogua]] and let the &#039;&#039;Globbersnotch&#039;&#039; know what trinket or minor magic they would like for themselves in recognition of the amusement they have provided him.&lt;br /&gt;
====A Grand Wassail====&lt;br /&gt;
{{SOP|statement=We the priests of the Marches extend a formal invitation to Sadogua and his heralds to participate in Wassail. Come and partake in drink, food, and celebration alongside us across the Marches. We also invite Sadogua to relocate the door to the Well of Shadows to the Marches if he so wishes.|by=Rosie of Goatsbriedge|vote=Greater Majority 106-12|when=Autumn Equinox 386YE}}&lt;br /&gt;
* &#039;&#039;&#039;Heralds of the Night realm have visited Wassail celebrations across the Marches&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sadogua offers a minor token of his appreciation to Marcher farmers that is a lot less illegal than those offered by Yaw&#039;nagrah&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marcher Landskeepers continue to have access to a certain Well of Shadows, whatever that is&#039;&#039;&#039;&lt;br /&gt;
The Marcher National Assembly upheld a [[statement of principle]] invited Sadogua and his heralds to participate in Wassail, and also to relocate the door to the Well of Shadows to the Marches. Following the Autumn Equinox, a surprising number of &#039;&#039;very&#039;&#039; odd creatures turned up to join in Wassail celebrations all over the Marches, even the [[Mournwold]]. There are even stories of [[Inhabitants of the realms|Night realm beings]] turning up to Marcher family gatherings across the Empire and even in some foreign nations. They are reasonably well behaved, excitable, full of fun and minor magics, and throw themselves into the various celebrations with enthusiasm. There is also a notable increase in the number of bats, and little black-scaled lizards, across the Marches many of whom have an unsettling ability to hold a conversation with anyone prepared to give them the time of day, especially children. Some of them have little hats.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Toad King&#039;&#039; himself unfortunately is unable to attend, but nonetheless offers a small boon to the folk who have proved so welcoming to his heralds.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;The Almighty Panjandum&amp;quot;&amp;gt;You can&#039;t have the well of shadows if it&#039;s all poorly.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Winter Solstice, any Marcher farm that is enchanted with [[Blessing of New Spring]] but does &#039;&#039;not&#039;&#039; draw on the [[Gifts_of_a_green_mother#Chaos_on_the_Farm|boon of the Green Mother]] will grow a circle of black mushrooms somewhere within its bounds. Presuming they are collected on the night of the new moon and squeezed dry, they&#039;ll produce one of two black elixirs he calls &#039;&#039;Shinemoon&#039;&#039;. &#039;&#039;Pale Shinemoon&#039;&#039; can be used to provide a ritual magician with a little inspiration when performing a ritual using [[Day]], [[Summer]], or [[Autumn]] magic while &#039;&#039;Dark Shinemoon&#039;&#039; does the same but for a ritual using [[Night]], [[Winter]], or [[Spring]] magic. He&#039;s a little disgruntled that [[Yaw&#039;nagrah]] has rather stolen his &amp;lt;s&amp;gt;rattle&amp;lt;/s&amp;gt; thunder, according to the Almighty Panjandum, but does point out that unlike the &#039;&#039;Old Bloodbark&#039;&#039;, &#039;&#039;he&#039;&#039; has the &amp;lt;s&amp;gt;shoes&amp;lt;/s&amp;gt; [[Alignment#Amity|amity]] of the [[Conclave]] and so it&#039;s not &amp;lt;s&amp;gt;time&amp;lt;/s&amp;gt; illegal to accept &#039;&#039;his&#039;&#039; boons.&lt;br /&gt;
&lt;br /&gt;
With regards to the Well of Shadows, it&#039;s not entirely clear what this means but at some point following the week after Wassail, a door appears in [[Upwold#Tower_March|Tower March]] a day&#039;s lazy hike east of King&#039;s Stoke. A meandering path, little more than a hunting trail, that nobody entirely remembers being there now connects the Stoke to the door, which is set into the bole of a massive ancient oak tree. The door is round, green, and resists all efforts to open it up to and including charging it healing with a log. The &#039;&#039;Brother of Wizards&#039;&#039; indicates that, in thanks for their continued friendship, one of the [[Landskeeper|landskeepers]] of the Marches can use his Well of Shadows twice more - after the Winter Solstice, and the Spring Equinox; they should already know how to let him know who they have chosen to study there. At the Summer Solstice however he will begin making other preparations. Presumably the landskeepers of the Marches know what this is about.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Participation:&#039;&#039;&#039;&amp;lt;/big&amp;gt; Any Marcher character is encouraged to make up stories about the antics of Sadogua&#039;s heralds, assuming they visited their Wassail celebrations, using the above as a guideline. They will have been reasonably well behaved, not disruptive, friendly, and with a quite astonishing capacity for food, drink, and discordant singing.&lt;br /&gt;
&lt;br /&gt;
===A New Turn of the Wheel (Azoth)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=EightSpokedWheel.jpg|width=400|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;If the Eight Spoked Wheel ritual is cast on Friday evening before 23.00, it will have different effects&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On Saturday morning, those with a token from the ritual can gather in the Hall of Worlds to participate in an odd experience provided by Azoth&#039;&#039;&#039;&lt;br /&gt;
Have you ever seen alchemists working on that strange stage of their experiments where [[iridescent gloaming]] and [[weltsilver]] seem to run, to be more liquid than solid? The construct that delivers messages from &#039;&#039;[[Azoth|The Magnum Opus]]&#039;&#039; to the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] this season moved like that, with almost no evidence of bones, or structure of any kind to their being. They seemed rather to flow to the doorway, and just as quickly melt away again, leaving behind several handfuls of tiny dodecahedral shapes covered in fine writing on every surface. The messages themselves took no small time to decipher, and the civil servants charged with the task are no clearer now on why the Azoth has chosen to take such an interest in the Empire than they were when they began. It&#039;s clear however that the eternal has some proposals for the Winter Solstice, however. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;There are a few more factual notes about the way the offer is being made:&lt;br /&gt;
* The Eight Spoked Wheel ritual retains its usual magnitude of Night 6 and targets the ingots or measures as usual&lt;br /&gt;
* The token received can be used by any single individual, not just the ritualist. The same person should use it to dream and visit the chamber.&lt;br /&gt;
* The token also allows the holder to cast operate portal to enter and leave the hall of worlds, provided their goal is to reach the night chamber.&lt;br /&gt;
OOC note: Given the timing it is not possible to take part in a battle at this event (either as character or enemy) as well as attending this encounter. Players who intend to &amp;quot;take the field&amp;quot; should consider it not available to them even though the start and end times are just outside battle time.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The shapes speak of an opportunity to do something unexpected with the [[The Eight-spoked Wheel]] on Friday during the coming Solstice, lasting until eleven in the evening. Instead of the usual effects, three ingots or measures used in the ritual will be transformed into a [[Vis#Crystal Fire|crystal fire]] and a token. This token will provide a dream, and admittance for one person to a Night chamber accessed via the Hall of Worlds.&lt;br /&gt;
&lt;br /&gt;
On Saturday morning, starting at half-past-ten, those with tokens can gather in the Hall of Worlds to present them and learn when they will be admitted to the chamber. The experience will take place over the course of two hours, with different individuals entering the chamber at different times. &lt;br /&gt;
&lt;br /&gt;
In the experience Azoth has prepared, there are several different phrases relating to what will actually take place - hard to read half finished phrases on the shapes describe these phases, often interrupted by the numbers &#039;&#039;one&#039;&#039; and &#039;&#039;four&#039;&#039;. Repeated words include transformation, witnessing, creation, chalk, colour, exploration, expression, glitter, self, mirror, ephemeral, serenade. &lt;br /&gt;
&lt;br /&gt;
Combining this with the instructions about what can be achieved by casting The Eight Spoked Wheel, the civil servants believe that Imperial Citizen&#039;s are being offered dreams to inspire them, and to then visit an night chamber where materials will be provided for them to make art. Perhaps for or perhaps with creatures of The Azoth&#039;s realm. A rather more prosaic note of an Azoth herald coming to Anvil to hire musicians suggests that inspirational music may also be provided.&lt;br /&gt;
&lt;br /&gt;
===Receipt Acknowledged (Lashonar)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;OOC Note&#039;&#039;&#039;&amp;lt;br&amp;gt;Each player is free to chose whether they even remember the name offered to them in the dream, and how much effort they put in to trying to meet the other character in the game. We hope that some interesting roleplay will arise from this, but if you choose to explore a connection offered, please respect the other player&#039;s choice in whether they are open to roleplay with you on the theme of their letter or not.&#039;&#039;&#039;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Citizens who sent letters to Lashonar should expect to hear from the Eternal in their dreams. Some will be invited to audiences taking place on Saturday afternoon.&#039;&#039;&#039;&lt;br /&gt;
The civil service received a visit from the chattering herald &#039;&#039;Meliflee&#039;&#039;, who explained that last season the &#039;&#039;[[Lashonar|Speaker in Dreams]]&#039;&#039; was delighted with the huge number of letters of longing they received. The &#039;&#039;Eater of Silence&#039;&#039; wishes to meet some of those letter writers on the Saturday afternoon of the Solstice in a night chamber which will open from the portal in the Hall of Worlds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Meliflee&#039;&#039; explains that they have chosen the attendees, this time around, not for the artistry of their words, or the sincerity of their passion, but for some similarities of theme in the letters of longing that have arisen, and caught the attention of the heralds. They are apologetic, but cannot assist their invitees with gaining access to the Hall of Worlds - any invitees who are not magicians will need to seek out a means to do so, if they have enough interest in attending. Meliflee seems faintly embarrassed at this. &amp;quot;&#039;&#039;Rossignol says you&#039;ll understand,&amp;quot; she says. &amp;quot;&#039;&#039;The Loquacious One asked us to make it clear that we have noticed that the Conclave and the Empire no longer favour our interests&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
She goes on to explain that letter writers should expect a dream from Lashonar. Some will have invitations contained within their dreaming. For those who are not invited, they may find other things in their dream - they may be challenged to do something, or they may find that the name of another Imperial Citizen is mentioned. &lt;br /&gt;
&lt;br /&gt;
This naming, Meliflee notes, is something the Conscience of Kings has allowed her to do. She has chosen names where letters were sent containing the tiniest common thread. These people do not necessarily share goals, or experiences, but, she thinks from what they wrote, that they might have something to say to each other. She also points out that there is no compulsion or even connection in the dream, it is just a name offered.&lt;br /&gt;
===Silver Wit (Unknown)===&lt;br /&gt;
* &#039;&#039;&#039;An unfamiliar herald has approached Sermersuaq from the west. It is unclear who she represents&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She wants to speak to icewalkers who are interested in diplomacy and ambition.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She will arrive at the Wintermark fire pit at midnight on the Friday night.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She suggests interested parties should keep midnight on the Saturday free as well.&#039;&#039;&#039;&lt;br /&gt;
The small garrison of &#039;&#039;&#039;Rest&#039;&#039;&#039; in the westernmost region of &#039;&#039;&#039;Stark&#039;&#039;&#039; in Sermersuaq is not used to receiving visitors. The guard here was re-established after the territory&#039;s reconquest, but since then has seen little action. They are surprised, therefore, when one winter&#039;s evening a well-dressed woman in Steinr garb, with something of the imperious mien of the changeling about her, walks out from the western lands of the Jotun. Her form seems to shift as she speaks, though always retaining the same haughty nobility. She is clearly not human but a herald of some kind, though she does not confirm whom she serves.&lt;br /&gt;
&lt;br /&gt;
She says her name is the &#039;&#039;Witch&#039;&#039; - or perhaps she says the Wit? - of the Silver Woods. She has a message for icewalkers of the Mark who think themselves clever diplomats and friends to the ambitious, though she wishes to relay the details in person. She says she will come to Anvil at the upcoming summit to discuss the matter: she will arrive to the Wintermark fire pit around midnight on the first night of the summit, though she somewhat expects her hosts will find somewhere private to host her. She suggests that interested parties should keep themselves free both at that time and midnight on the &#039;&#039;second&#039;&#039; night, though why, she will not say.&lt;br /&gt;
&lt;br /&gt;
She turns to leave, and then turns back to the guards. Her sister - the &#039;&#039;Wit&#039;&#039; - or perhaps she says the Witch? - of the Silver Woods has business with Dawn this summit, too, she says. She, however, will not be prepared to discuss that matter, so she expects that the people of the Mark will keep nosy Dawnish from &#039;&#039;their&#039;&#039; meeting.&lt;br /&gt;
&lt;br /&gt;
===The Dust of Stars (Barien)===&lt;br /&gt;
* &#039;&#039;&#039;A herald is being sent by Barien at 14:00 on Saturday to Wintermark.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are a friend of the master forgemistress Ursula Starhammer.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They want to speak to anyone who received a pinch of stardust from Ursula.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They want to hear how their efforts to forge a hero with the stardust&#039;s power are proceeding.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The civil servants who watch over the Anvil regio between summits are used to seeing the heralds of Barien, but it is less usual to meet one who distinctly is not here to discuss Barien&#039;s challenges and the ritual thereof. As such, they are surprised when a golden figure, dressed as a Wintermark banner-bearer with a drum across their chest, emerges from the regio and quickly says just that.&lt;br /&gt;
&lt;br /&gt;
They introduce themselves as Timbrel. They are a friend, it seems, of the master forgemistress Ursula Starhammer, who last summit began her search for a new apprentice. Apparently, Ursula met with a number of candidates in her forge, and enjoyed the experience. She set them something of a challenge, it seems: a challenge involving a substance called &#039;&#039;stardust&#039;&#039;, which is to be used the &amp;quot;forge a new hero of the Mark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Challenges, of course, are of great interest to the Iron Duke and his servants, and Timbrel - an old friend of Ursula, it seems - is no exception. They have offered to travel to Anvil to meet Ursula&#039;s candidates and ask how their efforts with the &#039;&#039;stardust&#039;&#039; are progressing. They would be interested to hear from any of the candidate&#039;s own chosen prospects, or from any stormcrows to whom the birds have brought any news of the challenge thus far, or to any scops who have any promising leads on anyone who might have earned a name - though so to do so so quickly would be quite unexpected.&lt;br /&gt;
&lt;br /&gt;
Timbrel will arrive in the Hall of Worlds at around 14:00 on the Saturday of the summit, and then they intend to head directly to Wintermark. They would be most grateful if the Keeper of the Runegrott - a neighbour of Ursula, as it happens - or a chosen representative would meet them at the entrance to the Wintermark camp and point them at a good place to meet the challengers.&lt;br /&gt;
===Bribery, Conspiracy and Assassination (Basileia)===&lt;br /&gt;
* &#039;&#039;&#039;Two Heralds of Basileia Brazen intend to attend Anvil at 11:00 on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They bring opportunities to bribe foreign dignitaries and to access a mysterious Chamber used for clandestine meetings&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They wish to speak with Enchanter Edmund Torawyr, Florence i Fuego i Erigo, and any Imperial title-holders who are potentially willing to accept bribes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Another Herald of Basileia Brazen will visit Anvil at 14:00 on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This Herald intends to discuss a contract taken out on the life of Jarl Haakon by an Imperial citizen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City of Locks has been especially active after the recent ascension of [[Basileia|Basileia Brazen]] and the reformation of her advisory council, the Five Pillars. This season is no exception, as word arrives that three different Heralds intend to visit Anvil at various times for various purposes. Truly, treachery never sleeps.&lt;br /&gt;
&lt;br /&gt;
Firstly, President Orlando of the City of Locks Benevolent Association and Facilitator Kaige of the Matchmaker&#039;s Forum intend to visit Anvil at 11:00 on Saturday to offer some opportunities of their own. The City of Locks Benevolent Association is apparently primarily concerned with facilitating bribery, and its President looks forward to visiting an Empire where such practices are not only permitted, but often [[List_of_Criminal_Offences#What_isn&#039;t_a_criminal_offence?|outright encouraged]]. Orlando apparently intends to drum up a little business by bringing two opportunities to pay significant bribes to foreign politicians. While the exact details of who is being bribed, what they will be bribed to do, and how much it will cost will all have to wait until the summit, the message does drop heavy hints that both of the individuals hoping to benefit from Imperial largesse are resident of nations deeply hostile to Imperial interests. Orlando&#039;s message also mentions that they would be quite happy to take offers from any titled citizens who wish to use their constitutionally-granted powers to enrich themselves. The world is full of people who will pay very well to have the levers if state pulled at their direction, and the City of Locks is always happy to act as a go-between.&lt;br /&gt;
&lt;br /&gt;
Facilitator Kaige&#039;s reasons for attending Anvil are somewhat more opaque. They also intend to offer some form of opportunity to the Empire, but say even less than President Orlando about what this will entail. While the Matchmaker&#039;s Forum do arrange marriages and other romantic entanglements, they also apparently encourage more clandestine liaisons. As part of this, they apparently control access to a mysterious [[Regio#Portals_and_Chambers|Chamber]] which they refer to as the Conspirator&#039;s Congress. They are apparently minded to grant the Empire the ability to use this Chamber for its intended purpose, although what this will cost and what it will entail are matters for later discussion.&lt;br /&gt;
&lt;br /&gt;
There is an odd and unexplained coda to these announcements: President Orlando and Facilitator Kaige would quite like to speak with Enchanter Edmund Torawyr and Florence i Fuego i Erigo respectively. It remains unclear why Heralds of the City of Locks continue to insist on speaking with apparently random Imperial citizens rather than titled officials, but they seem fundamentally disinclined to explain their motivations. Interested citizens might do well to seek out those named individuals if they wish to learn more.&lt;br /&gt;
&lt;br /&gt;
Separately, Mistress Alabaster of the Guild of Accountants will attend Anvil to discuss the contact her people have been working on in the Mournwold. As has been noted [[Over_western_hills#Not_One_More_Inch_(Battle_Opportunity)|elsewhere]], an unknown Imperial citizen has apparently requested the aid of the City of Locks in ending the life of Jarl Haakon, and the Guild of Accountants have apparently obliged. According to the somewhat terse details given to the civil service, payment will be handled by the customer and the Military Council will not need to concern themselves with such matters. Mistress Alabaster will attend Anvil via the Hall of Worlds at 14:00 on Saturday to discuss matters with her client. If the Military Council elect to take the field in the Mournwold, she also intends to seek out the Field Marshal for said battle in order to clarify details of what assistance her people will provide. She will also offer details of what benefits the City of Locks are prepared to offer in exchange for [[Over_western_hills#Battle_outcome:_Divide_the_Spoils|Jarl Haakon&#039;s effects]].&lt;br /&gt;
&lt;br /&gt;
===And Finally... (Tharim)===&lt;br /&gt;
{{SOP|statement=At the advisement of the Hakima we warn the Freeborn of Quzar to avoid the heralds of Tharim. Do not engage or provoke them. Continue to live with passion and joy despite these grim guests. We intend no offence to them. Their business is theirs - and our business is our own.|by=Martha i Guerra, Freeborn Assembly|vote=Greater Majority 134-0|when=Autumn Equinox 386YE}}&lt;br /&gt;
* &#039;&#039;&#039;A thousand Ashen Knights of the Thrice-cursed Court, loyal to Tharim, are camped near Quzar in Madruga&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Tharim|Bound King]]&#039;&#039; has, for some time, been providing his black-armoured Bleak Knights as auxiliaries to fight alongside [[Army|Imperial armies]]. During the Spring Equinox last year, Tharim [[Skeleton_key#Ashen_Knights_and_Grim_Days_(Tharim)|offered a new deal]], but &#039;&#039;&#039;Ematius of Urizen&#039;&#039;&#039;, as [[Archmage of Winter]], [[386YE_Summer_Solstice_Conclave_sessions#Alignment:_Tharim,_Amity|politely declined]]. Since then, the knights - a thousand strong warband of ruthless magical warriors - have been camped in [[Madruga#Lightsea|Lightsea]] and show no sign of going anywhere. They &#039;&#039;did&#039;&#039; go and look at the destruction caused by the [[Where the river rises|rising of the Scorrero]], and apparently found it very entertaining. &lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox, the Freeborn assembly reassured the people of Quzar - perhaps understandably concerned that there were a thousand very-hard-to-kill wickedly-cruel warriors camped on their doorstep - that they should leave the Bleak Knights alone and trust them to do the same. They have done so, although there have been a few reports of one or two Bleak Knights turning up unexpectedly in various parts of Madruga, apparently just to watch people. They give a horrible and unsettling impression of people &#039;&#039;waiting for something&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Tharim]] himself remains silent on why exactly his heralds have not returned to the [[Realm#Winter|Winter realm]]. He continues to serve as a patron of the Conclave, preventing [[Inhabitants of the realms#Heralds|heralds]] from moving through that magical space without invitation unless the eternal they represent has [[Alignment#Amity|amity]]. This business with the knights, though, has people thinking. Back in Autumn 381YE a trio of heralds [[Hunters_and_wolves#In_the_Copse_of_the_Bone_Birch|entered the Empire]] in the Copse of the Bone Birch in Upwold. One of them, &#039;&#039;&#039;Obligatus&#039;&#039;&#039;, is apparently still there but the other two... are pretty much unaccounted for. In fact, over the last several years there seem to be a lot more cases of heralds of Tharim &#039;&#039;entering&#039;&#039; the Empire than there are reports of them &#039;&#039;leaving&#039;&#039;. A few people wonder if this is something the Conclave should be concerned about?&lt;br /&gt;
&lt;br /&gt;
Obviously, the Bound King is &#039;&#039;extremely&#039;&#039; prickly about disrespect, and so if anyone were minded to raise the matter of his heralds not going back to the Wasteland with him they would likely want to do so very carefully. He is an ally of the Empire, however, so perhaps those people concerned about these Bleak Knights and such are just looking for shadows to jump at. Perhaps.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Winter%27s_Ghosts&amp;diff=139369</id>
		<title>Winter&#039;s Ghosts</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Winter%27s_Ghosts&amp;diff=139369"/>
		<updated>2026-05-28T13:06:37Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|50}} &lt;br /&gt;
&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}}&lt;br /&gt;
&lt;br /&gt;
{{regio|Winter}} {{Target Territory}}&lt;br /&gt;
&lt;br /&gt;
{{curse}}&lt;br /&gt;
===Effects===&lt;br /&gt;
The ritual unleashes a potent curse on a territory. Malignant spirits emerge from Winter [[regio]] to torment people. Crops fail, animals sicken and die; human and [[orc]] inhabitants suffer malaise and nightmares; unseasonable weather causes floods and droughts. Preserved foodstuffs are ravaged by rot and mould, as are buildings; pit props and support beams alike weaken or collapse; parasites and diseases bedevil trees and plants. Misfortune, weakness, hunger, and dread run rampant. Tempers fray, and everything goes wrong at once.&lt;br /&gt;
&lt;br /&gt;
All [[Resource#Personal_Resource|personal resources]] belonging to characters in the territory except for [[congregation|congregations]] have their production reduced. Each [[farm]] and [[business]] provides 36 fewer rings; each [[forest]] and [[mine]] produces two fewer measures or ingots of the base material; each [[mana site]] produces one fewer crystal mana; each [[herb garden]] provides two fewer herbs; and each [[fleet]] and [[military unit]] based in the territory loses one rank from its production (which also reduces its effective strength by 20). &lt;br /&gt;
&lt;br /&gt;
{{Territory Effects}} &lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This potent curse channels the worst [[Winter magic#Resonance|resonances]] of [[Winter magic]] to bring misery to an entire territory. While it takes its name from the way it unleashes minor entities from the [[Realm#Winter|Wasteland]], freeing them to bedevil and harass mortals as they see fit, these creatures are not actually ghosts as priests understand them. On rare occasions where there is a chance to examine them, the [[insight]] ceremony makes it clear they are creatures of the realms rather than lingering spirits of humans or orcs.&lt;br /&gt;
&lt;br /&gt;
The curse also brings with it an oppressive malaise that encourages hopelessness, and spreads misfortune and subtle destruction wherever it goes. When cast on an Imperial territory, it often encourages those exposed to its effects to seek out spiritual support - while everything else is breaking down, priests of [[the Way]] often find their services in particular demand. While [[liao]] ceremonies provide no particular protection from the misfortune caused by the curse, [[consecration|consecrated]] areas or personal [[anointing]] can give much needed assistance in enduring the oppressive malaise that often accompanies it.&lt;br /&gt;
&lt;br /&gt;
The spirits unleashed by this ritual are rarely visible, nor entirely material; they sometimes appear as emaciated shapes, sometimes skeletal, sometimes with obvious unnatural features such as twisted horns or glowing eyes. Others manifest as nothing more than howling winds and whispered threats, or looming presences that surprise lone travellers. They never actually attack anyone, but where they pass misfortune follows.&lt;br /&gt;
&lt;br /&gt;
Rarely, a more potent denizen of the Winter realm might appear as part of the curse, and such entities may remain behind once the effects of the ritual end. Likewise, while the tormenting spirits usually return to their homes when the curse has run its course, there have been incidents where they have battened on to particularly potent sources of magic. In both cases, Imperial heroes may be called on to directly deal with the threat - before it gets even worse.&lt;br /&gt;
&lt;br /&gt;
Some scholars believe that these are similar kinds of spirits that [[Quickening Cold Meat]] binds into corpses to create undead. Others argue that the spirits are individually quite weak, and show little interest in inhabiting dead bodies; they are much closer in character to &#039;&#039;boggarts&#039;&#039; (minor denizens of the realms often analogous to vermin, but magically potent). The precise source of the spirits is unclear; creating a ritual that allows denizens of the realms to be called to the mortal world invariably requires the assistance of an [[eternal]] of that realm. The ritual texts that detail &#039;&#039;Winter&#039;s Ghosts&#039;&#039; don&#039;t make any reference to such a bargain: there is no indication of an &#039;&#039;assurance&#039;&#039; that would cause the magic to fail, and there is no indication that it is directly drawing on an eternal&#039;s power. Scholars of the [[Unfettered Mind]] cautiously suggest that while the ritual must have been created with the aid of an inhabitant of the Wasteland, once that assistance was secured the eternal was not required to let the ritual work. In this, it is similar to rituals such as [[Foam and Spittle of the Furious Sea]] and [[Thunderous Tread of the Trees]].&lt;br /&gt;
&lt;br /&gt;
That said, several Winter eternals are known to favour the curse and may offer boons to make it easier to perform. [[Agramant]], the members of [[the Thrice-cursed Court]], and [[Sorin]] are all said to provide such boons, although their reasons for encouraging its use vary significantly. In the event that an Imperial magician wanted to make a more potent version of this [[curse]], they are the obvious entities to speak to.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The ritual releases uncontrolled spirits across a territory. Grim, throbbing musical rhythms, slow threatening movement, and invocations of dread and hunger are all used to raise and direct this malign power. Focusing the desire for retribution, or feelings of hatred and malice towards those who live in the territory may help empower the magic; a recitation of grievances is particularly appropriate. Destroying or damaging a symbol of the target&#039;s prosperity - literal or metaphorical - works well with this ritual. A curse against [[Tassato]] may involve contemptuously trampling coins into the mud, for example, as a reference to the presence of the [[Tassato#The_Imperial_Mint|Imperial Mint]] in the city; a curse against [[Upwold]] or [[Mitwold]] might involve the careful, malicious wasting food raised in the territory.&lt;br /&gt;
&lt;br /&gt;
The [[astronomancy|constellations]] of [[the Wanderer]] and [[the Drowned Shepherd]] are both useful adjuncts to the magic of the curse, although some magicians favour [[the Three Sisters]] especially when considering the low-level harm the misery the curse causes may inflict on families and communities. It is common to evoke the Rune of [[Naeve|Hunger]] for obvious reasons, but [[Ull]], [[Gralm]], or [[Mawrig]] also resonate with the ritual. A [[dramaturgy|dramaturgist]] may find [[the Doctor]] to work well with the ritual, especially if the [[coven]] include elements of retribution or &amp;quot;just desserts&amp;quot; as part of their performance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Flower_is_Withered_on_the_Stalk&amp;diff=139368</id>
		<title>The Flower is Withered on the Stalk</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Flower_is_Withered_on_the_Stalk&amp;diff=139368"/>
		<updated>2026-05-28T13:06:31Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|36}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}}&lt;br /&gt;
&lt;br /&gt;
{{Regio|Winter}} &lt;br /&gt;
&lt;br /&gt;
This ritual targets a specific region. During the performance of the ritual the casters must name a region within the target territory.&lt;br /&gt;
&lt;br /&gt;
The ritual may target a region in a territory which is under Imperial control (that is, which is eligible to appoint a Senator) when cast from the [[Regio#The_Imperial_Regio|Imperial regio]]. To affect a region in a territory that is not under Imperial control, the ritual must be performed at a regio within the target territory.&lt;br /&gt;
&lt;br /&gt;
{{curse}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;Like [[Chimes of Annulment]], this ritual was originally created to deal with a specific problem - the unique [[fortification]] created by the [[eternal]] [[Llofir]] in [[Reikos#Tamarbode|Tamarbode]]. Its game effect reflects this, but it also means that the ritual has limited effects except in very specific situations. It won&#039;t harm a ward created by [[Forge the Wooden Fastness]], it doesn&#039;t affect [[resource#Personal Resource|personal resources]], and will not harm the vallorn except under very specific circumstances that will be called out in an appropriate wind of fortune.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual calls down a curse over the target region. If the region contains a fortification composed of living plant matter, such as that created by the [[eternal]] [[Llofir]] in [[Reikos#Tamarbode|Tamarbode]], it will inflict 500 casualties on that structure over the coming months.&lt;br /&gt;
&lt;br /&gt;
The ritual desiccates plant and fungal life in the region. Many such plants will be killed by the curse, drained of moisture and residual heat and nutrients, so that all that remains are dried withered husks. It also affects living creatures in the region, causing their skin to dry and crack, and their joints to ache. While these effects are notable, they are not sufficient to have an effect on [[Resource#Personal_Resource|personal resources]].&lt;br /&gt;
&lt;br /&gt;
{{Territory Effects}} It is not powerful enough to harm a vallorn (the entity recovers faster than the ritual can harm it), but might possibly have an effect on a vallorn force that could be harmed by Imperial armies.&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual was codified in Winter 384YE at the [[Dean_of_the_Lyceum#The_Lyceum|Lyceum]] under the auspices of the [[Dean of the Lyceum]], of Simargl the Empty One (who also put forward the [[declaration]] of [[Imperial lore]]). The codification was actually interrupted by the Dean&#039;s sudden need to complete a different ritual. Once that more pressing magic had been formulated, the scholars returned to working on this potent [[curse]]. The original work on this ritual was undertaken by Ahzrukhal, Son of Night, a Highborn Magister of the secretive Suns of Couros chapter. The ritual was originally entitled &#039;&#039;Desiccation of the Wasteland&#039;&#039; but with their characteristic whimsy, the Dean renamed it during their declaration. Some magicians may know it by its earlier name.&lt;br /&gt;
&lt;br /&gt;
Rumour around the Lyceum during the codification has it that the magic was originally intended to be part of a strike against the eternal [[Llofir]], who at the time the initial work was completed was in possession of the [[Reikos#Sign of Tamar|Sign of Tamar]] and the region of [[Reikos#Tamarbode|Tamarbode]]. Obviously, in the end, the threat of Llofir was [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|dealt with]] by the [[Wolves of War]] and the [[Towerjacks]], meaning that the magic Ahzrukhal had prepared went unused. The potential for a similar incident, however, cannot be overlooked. &lt;br /&gt;
&lt;br /&gt;
The ritual destroys living plant matter, and would be particularly damaging to any [[fortification]] composed of plants or fungus. The magic is not potent enough, however, to destroy an entire forest or woodland, which is perhaps just as well. There was some discussion about a less constrained curse that would harm the plant-life across an entire [[territory]], perhaps to the detriment of those who relied on [[farm|farms]], [[forest|forests]], or [[herb garden|herb gardens]] for sustenance or prosperity, but such a ritual would need to be created separately. Scope and power have, to a degree, been sacrificed for greater focus. &lt;br /&gt;
&lt;br /&gt;
Those unfamiliar with the magic of the Wasteland sometimes make the mistake of assuming that Winter is cold, a realm of ice and snow. While those elements are part of the make-up of the realm, they are only one small part of it. The realm is called the Wasteland because it is a place of want, and hunger, and desperation. There are forests of dead trees, and endless ash wastes, and deserts of black sand where nothing lives or moves. The counterpart of hunger is thirst, and the power of this curse invokes the bottomless thirst of the Wasteland. &lt;br /&gt;
&lt;br /&gt;
This ritual draws a little on the essence of those endless deserts, allowing it to seep into the mortal world and feast on the water flowing through living things.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=DrownedManIllustrationInk.JPG|title=The Drowned Shepherd (Illus.)|align=right|caption=Either by itself, or in conjunction with [[the Fountain]], [[the Drowned Shepherd]] resonates strongly with this destructive curse.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The ritual draws on the power of thirst and desiccation, and so using salt, dust, sand, or ash as part of the performance resonates with the imagery of the parched deserts. Effigies of trees, or a small diorama in the shape of a forest made of twigs, that is withered or destroyed as part of the performance can also help to focus the magic.&lt;br /&gt;
&lt;br /&gt;
The rune of Weakness is a natural counterpart to the magic of the ritual, as is an invocation of [[the Drowned Shepherd]]. Some [[astronomancy|astronomancers]] might combine the Drowned Shepherd with [[the Fountain]], subverting the meaning of the latter through the power of the former, especially if [[the Wanderer]] is invoked alongside them. [[Aspect magic#Heraldic_Magic|Heraldic magic]] looks to the [[Legendary_beasts#Sphinxes_and_Manticores|manticore]] for inspiration; a foul beast of hatred and corruption whose venomous fluids kill plant-life and poisons water. [[The Doctor]] as Couros might be called on by a dramaturge, given the ritual deals with cursing healthy things, or [[the Mountebank]] as Gancio, with [[the Garden]] serving as a fitting [[Dramaturgy#The_Thrones|Throne]], especially when combined with [[the Blade]], [[the Coin]], or the subverted [[the Cup|Cup]].&lt;br /&gt;
&lt;br /&gt;
As to [[Aspect magic#Goetia|goetia]]; [[Sorin]] is often said to rule over a bone-dry wasteland; [[Kaela]] ends all things; and both [[Surut]] and [[Skathe]] of [[the Thrice-cursed Court]] might be named as sources of the blight the ritual calls into being.&lt;br /&gt;
&lt;br /&gt;
Regardless of symbols, the ritual is above all things a curse that brings ruin and death. Whispered invocations that spill forth hate or spite, while they might risk damaging the spirit of the magician, can also make this magic more powerful and easier to wield. &lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Warfare]]&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Stars_and_sigils&amp;diff=139367</id>
		<title>Stars and sigils</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Stars_and_sigils&amp;diff=139367"/>
		<updated>2026-05-28T13:06:16Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Spring]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=V838 Mon HST.jpg|caption=Alone of all the stars, the Wanderer moves seemingly without pattern but with unknowable purpose.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
There is magic in the weavings of the cabalists, and the spells of the witches, and in the prowess of the artisans. There is also magic in the world itself, strangeness and serendipity, spirits and stars, the wind and the waves. Things that do not move to the will of mortals - or if they do, then not for long - but instead carve out their own inscrutable patterns across the Empire and the world. &lt;br /&gt;
&lt;br /&gt;
The heavens and the earth reflect one another, and the echoes of magic waver back and forth between the two. The runes clack and dance, the masks shift and change, the aspects and symbols speak and are silent. Here we talk of many different things - rituals cast, the doings of the [[Conclave]], the often contradictory demands of the [[eternal|eternals]]. Scattered stories, just beginning or moving to their inevitable end. Not all of them make sense right now, but they all share something in common. Wonder. Mystery. Magic.&lt;br /&gt;
&lt;br /&gt;
Some magic is familiar and predictable, and some is not. It isn&#039;t always the strict purview of magicians either - anyone might make a deal with an eternal or come into possession of a tool that lets them alter the world in some way, large or small. One thing is sure though, from the most mundane [[hearth magic]] to the strange influence of [[Astronomancy|the stars]], to the vagaries of fate and chance, it changes what it touches.&lt;br /&gt;
&lt;br /&gt;
There are a number of other winds that talk about magical events in the Empire; of particular interest might be &#039;&#039;&#039;[[Speak to me]]&#039;&#039;&#039;, which discusses the response to the [[archmage]] [[archmage#Plenipotentiary|plenipotentiaries]]; &#039;&#039;&#039;[[Golden magicians fayre]]&#039;&#039;&#039; which deals with a major [[enchantment]] that covers the entire nation of [[Dawn]]; &#039;&#039;&#039;[[The play that came to Apulian]]&#039;&#039;&#039; which discusses odd [[dramaturgy|dramaturgical]] events in [[Spiral]]; and &#039;&#039;&#039;[[Is there anybody out there?]]&#039;&#039;&#039; which rounds up matters specifically related to the [[eternal|eternals]].&lt;br /&gt;
&lt;br /&gt;
==Strangeness in the Northwest==&lt;br /&gt;
* &#039;&#039;&#039;There are reports of an increase in the number of beast attacks in the north-west&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effects seem to be getting worse, and spreading&#039;&#039;&#039;&lt;br /&gt;
Before the Winter Solstice, stories begin to spread of a marked increase in the number of beast attacks in [[Sermersuaq]] and neighbouring territories. Obviously, there are already dangerous beasts in Sermersuaq - the [[Inhabitants of the realms#Guardian|guardians]] unleashed by [[Agramant|Blood-on-the-Snow]] and the [[Hayaak|Gryphon Prince]] - and as Spring draws near they are becoming significantly more violent and range further south. The stories of attacks by more mundane animals - mammoths, lions, walruses, bears, even some unexpected creatures like normal-sized squirrels and domestic pets or cattle - become much more frequent. They extend into [[Skarsind]], [[Hercynia]] and [[Hahnmark]], where they have become equally pronounced.&lt;br /&gt;
&lt;br /&gt;
One particularly notable event takes place when the largest pack of wolves recorded since the [[Imperial Orcs]] gained their homeland attack the cattle of the [[Shepherd_of_the_Great_Herd#The_Great_Herd|Great Herd]] in [[Skarsind#Estermark|Estermark]]. The orcs are able to fight them off, under the guidance of the [[Shepherd of the Great Herd]] but the attacks continue sporadically through the Winter. There&#039;s real concern that if this predatory behaviour by the beasts continues to escalate the next attack might cause significant damage.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a marked increase in violence among humans and orcs as well. Following on from several incidents during the Winter Solstice, the magistrates report an increase in brawling and fighting in the four territories that has in some cases led to loss of life. None of it seems particularly premeditated - it just seems that tempers boil over more easily through the cold Winter months. It&#039;s especially pronounced along the [[Northern trade network]], where there&#039;s a particular concentration of strangers moving with merchant caravans, and they are often the victims or perpetrators of the unexpected violence. Again, it&#039;s not led to any impact on the trade route but gloomy sorts suggest it is only a matter of time.&lt;br /&gt;
&lt;br /&gt;
Finally, there have been more attacks on actual halls, villages, and steadings by animals and great beasts that seem almost maddened. Several folk have lost their lives, including a number of skilled hunters who have gone missing and are presumed slain and eaten by wild animals. The [[Banner-bearer_of_Atkonaroq#Hall_of_the_Hunters|Hall of the Hunters]] has been hit by several such disappearances, but fortunately the heroes who [[Venture#Hunt_the_Suaq_Wastes|hunt the Suaq Wastes]] each season are helping to keep such losses to a minimum.&lt;br /&gt;
&lt;br /&gt;
Worse, as the Spring Equinox creeps closer, there are reports of unexplained animal attacks in the wild places of [[Temeschwar]] and western [[Karov]], [[Weirwater]], and [[Astolat]]. Even northern [[Miaren]] has not been spared - a dire bear attack on a group of travellers in [[Miaren#Goldglades|Goldglades]] leaves two dead and half a dozen more badly injured. If not for the timely intervention of some [[Venture#Roadwardens|Roadwardens]] the situation would have been even more tragic. Northern [[Kallavesa]] appears to be spared at the moment, interestingly, but the consensus is that this is likely due to the powerful [[enchantment]] coincidentally woven over the territory at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the effect doesn&#039;t seem to be having any impact on rats. Not in Temeschwar, not anywhere else. Why this is, nobody is able to say, any more than they are able to say with confidence exactly what it is that is causing this spread of violence and predation. It is not clear whether the [[Jotun]] are experiencing any effects - or if the [[Thule]] are being influenced, beyond those who already live in Imperial territories. Has the effect spread to [[Otkodov]] proper? The Thule, for the time being at least, are not saying.&lt;br /&gt;
&lt;br /&gt;
Concerns, as they say, continue to grow. Perhaps the effect has reached it&#039;s zenith? Perhaps it will begin to fade as the Summer Solstice draws near?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Participation:&amp;lt;/big&amp;gt;&#039;&#039;&#039; Anyone in Sermersuaq, Hahnmark, Skarsind, or Hercynia, is welcome to roleplay that they have had a violent encounter with an animal or beast or with a human or orc who explodes into unexpected violence. The exception is rats - nobody seems to be being attacked by rats. Characters from Temeschwar, Karov, Weirwater, Astolat, and Miaren might also have had unsettling encounters in wild places, or with people losing their temper unexpectedly, but they are much less immediate and pronounced than those in the more north-westerly territories.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Icebarn.png|align=left|caption=The great icy creatures known as artoks emerge from the endless storm to tread fixed paths across Wintermark before they head back into the ice.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Ravens and Giants==&lt;br /&gt;
* &#039;&#039;&#039;The Ravenseer asked the Mystics of Ishal to study the omens of the artoks bound to the service of Wintermark&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mystics have made some progress, but they are diviners and not researchers&#039;&#039;&#039;&lt;br /&gt;
[[Weird Goodbye|Last season]] the [[Raven Seer]] tasked the [[Mystic|Mystics]] of the Aviary of Ishal with investigating Big Icebarn and Little Icebarn, the two [[Wintermark_magical_traditions#Artok|artoks]] that have been briefly controlled by the people of Wintermark. The work of mystics is wrapped in mystery - they study omens, the flight of birds, pull runes from bags and read the entrails of animals to divine the future. Their goal has always been to discover truths that might help Wintermark, but in recent times they have left their fabled home. Stung by criticism that their work is too esoteric and they have travelled Wintermark looking for more practical ways to help.&lt;br /&gt;
&lt;br /&gt;
The Mystics of Ishal are soon able to satisfy themselves that there is little of note about the artoks that they can find when reading omens. Nobody knows where artoks come from - they are a great mystery - but that doesn&#039;t mean they are portentous or significant. The lack of anything in the omens about the artoks strongly implies that whatever mystery is wrapped up with these creations, it is not important to Wintermark right now. Both of the two artoks that emerged recently have been successfully bound - their nature is known, it is fixed, their skein is determined - at least for now. Hence neither of them now appear to augur anything for the future. &lt;br /&gt;
&lt;br /&gt;
If Wintermark truly wishes to know more about the artoks, then the best way to do that would be to carry out some new [[historical research]] regarding them - the more proactive and hands-on approach of someone like [[Historical_research#Marko_Siwarsbairn|Marko Siwarsbairn]] might turn up new avenues to approach the matter. At the very least it should reveal everything useful the Empire has learned about these mysterious creations in the past. The Seers of Ishal can sometimes divine the future, but they can&#039;t compile the work of historians of the past.&lt;br /&gt;
&lt;br /&gt;
So is that it? A request that simply cannot be completed? Not quite. The Mystics were also asked to look into ways that the two artoks might be made even more useful. In pursuit of this goal, a pair of mystics happen upon an isolated hall in [[Sermersuaq#Suaq_Fount|Suaq Fount]]. The inhabitants, mostly hunters and tanners who supply tough clothing to the workers at the Pride of Ikka&#039;s Tears, are perplexed by the arrival of the Mystics, until the subject of the artoks is brought up. They fall silent then, before bringing out a series of well-preserved sheets of vellum.&lt;br /&gt;
&lt;br /&gt;
The parchment tells the story of a [[Wintermark_magical_traditions#Runesmiths|Runesmith]] who lived in their hall during their grandparents&#039; time. This runesmith, now known only as Storm&#039;s Folly, became consumed by studying the artoks. The tale is long and tragic, ending with them leading an expedition into Sydanjaa to &amp;quot;find the truth of the masters of these ancient beings,&amp;quot; but it may contain a few useful pieces of information.&lt;br /&gt;
&lt;br /&gt;
====A Crossroads====&lt;br /&gt;
* &#039;&#039;&#039;The Mystics of Ishal have presented three paths to the Ravenseer, and asked them to select only &#039;&#039;one&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Raven Seer should use &#039;&#039;Parliament of Owls&#039;&#039; as normal to deliver their decision&#039;&#039;&#039;&lt;br /&gt;
Many of the Mystics of Ishal are skilled [[magical skills#Magician|magicians]] and the omens reveal that if the Ravenseer asks them to devote the coming season to researching the writings of Storm&#039;s Folly and experimenting with Little Icebarn, then they will be able to find a way to add a third rune to the artoks. If that happens, then the Pride of Ikka&#039;s Tears would gain the benefits of the artoks for as long as the creatures endured - which might be years (nobody really knows how long these things last).&lt;br /&gt;
&lt;br /&gt;
This is not the only option available however. The Mystics are mindful of the wave of inexplicable violence that seems to have begun in [[Sermersuaq]] and is spreading across the north-western Empire. That phenomenon is surely having a powerful impact on Wintermark&#039;s skein. Rather than task them with helping bind Little Icebarn to the Pride of Ikka&#039;s Tears, the Ravenseer could instruct the Mystics to find some way to influence events regarding these attacks, which seem to be growing in violence.&lt;br /&gt;
&lt;br /&gt;
If that is not a priority, then another option would be to study the runes and read the omens to see what help could be found in relation to the strange developments along the shores of the Gullet. There seems to be a growing threat there, with talk of dangerous creatures emerging from the waves and seeking to slay or kidnap Winterfolk. Something ominous is afoot, and the seers are certain that they could provide some way to influence that development if they were asked.&lt;br /&gt;
&lt;br /&gt;
Keen to ensure that their efforts are not wasted, the seers have placed these restrictions on their services this season. The Ravenseer can either use the Mystics to make the benefits of Little Icebarn permanent for the foreseeable future, &#039;&#039;&#039;or&#039;&#039;&#039; they can ask them to secure a chance to investigate the outbreak of violence in the northwest, &#039;&#039;&#039;or&#039;&#039;&#039; they could be asked to study what is going on with the coral creatures in the Gullet.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Delicious Frog.png|caption=Since the Winter Solstice, delicious dreams have washed across the marshes of Kallavesa bringing in their wake a season of culinary indulgence and experimentation.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feast For Kallavesa==&lt;br /&gt;
* &#039;&#039;&#039;The marshes of Kallavesa are infused with Night magic encouraging people to create and enjoy fine food, drink, and company&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters whose personal resource is in Kallavesa might experience lingering effects from this magical enchantment&#039;&#039;&#039;&lt;br /&gt;
Just after the Winter Solstice a [[Night magic]] [[enchantment]] settles over marshy [[Kallavesa]] in [[Wintermark]]. Many people within the territory experience wild and vivid dreams of celebration, fine food and drink, and fine company. These dreams follow them into waking life and individuals within the territory experience a &#039;&#039;roleplaying effect&#039;&#039; that encourages them to seek out the finest examples of food, drink, and their component ingredients in order to combine them and create unknown and unusual flavour combinations, before joyfully sharing and consuming them with others. Using, learning, and developing cooking skills feels particularly enjoyable, and it is easy to be inspired to try creating something combining colours, flavours, and textures in new and potentially delicious ways. It helps to build a cheerful attitude of shared camaraderie in Kallavesa over the cold winter months - and given that Kallavesa is home to many unique flora and fauna, some of the exciting new flavour combinations do more than entertain the palate.&lt;br /&gt;
====Participation: Kallavesa====&lt;br /&gt;
* &#039;&#039;&#039;There are lingering effects from the enchantment that may influence those coming to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some folk may receive lasting benefits from a season of culinary indulgence and experimentation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All effects fade by the end of the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
Any character whose personal resource is in Kallavesa, can choose to start the Spring Equinox still experiencing the lingering [[roleplaying effects|roleplaying effect]]. It urges them to seek out food and drink at Anvil - perhaps at one of the many eating houses or pubs scattered across [[Anvil]] - and share their own food and drink with others. Eating somewhere one has never eaten before - outside of the Wintermark camp in particular - feels especially satisfying. Sharing food and drink with strangers also feels right, especially in the form of a feast or shared meal.&lt;br /&gt;
&lt;br /&gt;
Furthermore, any character whose personal resource was in Kallavesa after the Winter Solstice can choose to embrace the lingering benefits of a season of good food, good drink, and fine company. First of all, they gain a [[Roleplaying_effects#Overcoming_Roleplaying_Effects|source of spiritual strength]] that they can use to overcome any [[roleplaying effects]] that cause them to become hungry, thirsty, sorrowful, or remove the joy of eating, drinking, or good company. Instead of experiencing the roleplaying effect they can tell a quick anecdote about the celebrations in Kallavesa over the last season, and respond with good cheer, feeling satiated and replete, and taking appropriate joy in food and drink. This will not change mechanical effects - the [[Gnawing, Endless Hunger]] curse still prevents them benefiting from herbal [[potion|potions]] for example.&lt;br /&gt;
&lt;br /&gt;
In addition any character with the [[Magical skills#magician|magician]] skill gains two additional points of personal mana, while a character with the [[Heroic skills#hero|hero]] skill has an additional hero point. If a character has both skills, they must choose which benefit to gain at the start of the event and cannot change it. If a character has &#039;&#039;neither&#039;&#039; skill, they instead gain two additional ranks of [[Combat skills#Fortitude|fortitude]], their will to survive bolstered by a season of fine food and good cheer. &lt;br /&gt;
&lt;br /&gt;
The effects last until the end of the Spring Equinox. If it&#039;s not appropriate to your characterisation to have engaged in magically enhanced feasting and celebration you can choose to ignore all these effects. It might be appropriate to &amp;quot;lean in&amp;quot; to your austerity, or explain to others what it was that made you suspicious of this magical effect.&lt;br /&gt;
&lt;br /&gt;
The benefits come mostly from the enchantment, and a season of celebration and feasting, but the mandates enacted over the last year or so by the Wintermark assembly urging people to look after their neighbours and strengthen their communities also played a part in establishing this magical effect. There&#039;s no guarantee that the enchantment would have the same effect if it were cast again, or performed on a different territory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=mora.jpeg|caption=There are many monsters in Varushka, and the mora are by no means the worst of them.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Disappearances in Ossium==&lt;br /&gt;
* &#039;&#039;&#039;All seventy or so people in the village of Zurrah in northern Ossium have been killed during the winter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A volhov who has investigated is very concerned about the state of the village and urges caution or further investigation&#039;&#039;&#039;&lt;br /&gt;
It&#039;s not just in the north-west that there are inexplicable events taking place - there are also reports filtering in of disappearances in the north-east. In the [[Varushka|Varushkan]] territory of [[Ossium]] in particular. Winter is often a time for staying close to the hearth, as the winds and the wolves howl, and snow beats mercilessly against the door. As the thaw comes, though, there is consternation in the [[Ossium#Galath_Fields|Galath Fields]]. No Spring traders come from the walled village of &#039;&#039;Zurrah&#039;&#039;, north of [[Ossium#Ketsov|Ketsov]] out on the very edges of the [[Ossium#Bonewood|Bonewood]] and the [[Ossium#Webwood|Webwood]]. For the last three years, without fail, a caravan has come south from Zurrah all the way to the [[Merchant-Boyar_of_the_Stinking_Market#Stinking_Market|Stinking Market]] to trade [[beggar&#039;s lye]] and [[ambergelt]] for metal, and the kinds of fine goods not easily found in the pine forests. This year, they do not arrive. A [[volhov]] - &#039;&#039;Arkadi Sokolov&#039;&#039; - takes several members of the &#039;&#039;Black Hare&#039;&#039; [[Warden|fellowship]] north to see what has happened and finds the entire village empty of life. Seventy people, all gone. There are signs of violence - doors broken open and pools of dried blood spilled everywhere. The villagers themselves - or their remains - are found in a great pile in the centre of the settlement. Their marrow-sucked bones have been stripped of all meat, broken and gnawed.&lt;br /&gt;
&lt;br /&gt;
The strangest element - and one that makes Arkadi believe this is not a simple attack by [[Varushkan_Monster#Mora|mora]] is that there are also signs that clothes have been stolen from each dwelling, and that none of the poor villagers&#039; skulls are found anywhere in Zurrah. They swiftly report their findings, and news of the attack spreads across Ossium. The folk of Zurrah were sensible, wise, and knew the dangers. They were vigilant against the threats of winter, but it seems there must have been a tragic lapse that let some horror of the woods take them.&lt;br /&gt;
&lt;br /&gt;
The Ketsov, secure in [[Ossium#Ketsov|their town]], mutter darkly about &#039;&#039;face stealers&#039;&#039; but, perhaps still stinging from the results of their recent [[Mistaken_for_strangers#The_Ketsov_Cometh|visit to Anvil]] they keep their own counsel, greeting Arkadi and their wardens politely but refusing to be drawn on what they think may have happened to their neighbours at Zurrah. Rumour spreads - a nameless [[Varushka_religious_beliefs#Storytellers|storyteller]] suggests that perhaps the people of the tragic village were taken and consumed by the [[Thule]] who control the northern forests and are &#039;&#039;rumoured&#039;&#039; to be cannibals - or perhaps it was the Ketsov themselves who slaughtered the villagers. Nobody trusts the Ketsov, after all.&lt;br /&gt;
&lt;br /&gt;
For their part Arkadi and the Black Hare wardens are careful not to fuel the fires of gossip. The volhov suggests that the only reasonable way to know for sure what happened in Zurrah would be to ask one of the citizens - to call their shade back through the [[Whispers through the Black Gate|Black Gate]] and that is beyond their abilities. If magicians in [[Anvil]] wished to do so, they could do worse than contact the spirit of &#039;&#039;Nikita Olevavic Morozov&#039;&#039;, a [[Varushka_religious_beliefs|wise one]] who counselled the elders of the village and taught the children there. Time is not pressing, but Arkadi points out that the more time passes the more risky such a calling will become - and that calling up the phantoms of those slain by monsters is always risky.&lt;br /&gt;
&lt;br /&gt;
In the rest of Ossium, especially those vales and villages near the forests, people are reminded to take extra care, to make sure their gates and walls are secure, and that they make sure not to welcome strangers unless they know for sure that they are not flesh-hungry abominations in human skins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; As always, if anyone does plan to use [[Whispers through the Black Gate]] to call up the spirit of &#039;&#039;Nikita Olevavic Morozov&#039;&#039; they need to let the main referee desk in GOD know at least two hours in advance, as stated in the [[Whispers_through_the_Black_Gate#OOC_Elements|ritual description]].&lt;br /&gt;
&lt;br /&gt;
==Wyrm Coils Around Mountain==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|caption=The Great Wyrm is the emblem of transformation and transfiguration.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A Grand Conjunction of the Great Wyrm and the Mountain has had a profound effect on magical laws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Several enchantments have been empowered by the conjunction of the Great Wyrm and the Mountain&#039;&#039;&#039;&lt;br /&gt;
Since the Winter Solstice, Imperial [[astronomancy|astronomancers]] have marked a rare Grand Conjunction of [[the Great Wyrm]] and [[the Mountain]] in the skies above the Empire. The stars known as &#039;&#039;Uril, Who Twists&#039;&#039; and &#039;&#039;Omadan, Who Breaks All Names&#039;&#039; seem particularly bright, and there is a passionate discussion as to what it might mean (if anything) that these two stars are generally seen as being the end of the tail and the point of the snout of the notional celestial Wyrm. The impact of this conjunction has already been felt by magicians, with seismic changes to the way certain types of magic, specifically those associated with warfare, function. This has led to permanent alterations to the way [[Army|armies]], [[military unit|warbands]], and [[fleet|ships]] are [[enchantment|enchanted]], and to how certain divinations work. &lt;br /&gt;
&lt;br /&gt;
As predicted [[Patterns_of_fairytales#Wyrm_and_Mountain|last season]], the power of the Grand Conjunction has increased since the Winter Solstice and is not entirely negative. The Great Wyrm is a symbol of magic that moves magic, and it seems that while this celestial event is causing problems for some, it is empowering others. Until the Summer Solstice, several rituals that provide a personal empowerment to magicians are made more powerful.&lt;br /&gt;
&lt;br /&gt;
In each case, the effects of the empowerment persist until the start of the Summer Solstice (or until the enchantment is removed of course). Anyone who has a [[Ilium#Using_ilium_in_rituals|permanent]] version of one of these enchantments will find they are able to use the benefits while the effect of the conjunction persists, but it will not permanently change the enchantment - effects return to normal at the end of the season.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;More than just stars&#039;&#039;&#039;&amp;lt;br&amp;gt;As with previous conjunctions, the focus on [[astronomancy]] does not mean these effects are only felt by astronomancers. The stars are often simply the most obvious sign that something is shifting in the magical fabric of creation. The Grand Conjunction of the Mountain and the Great Wyrm is the signifier, but the question of whether it causes or simply reflects these changes is one that has never been resolved. [[Dramaturgy|Dramaturges]] will find certain roles that align with the general thrust of the conjunction more appealing, or spontaneously produce dialogue that reinforces themes of conflict and combat. Anyone who casts the [[runes]] might find those that herald change or conflict come up more often, or feel more appropriate to evoke when performing a suitable ritual. There&#039;s no requirement to use astronomancy to gain one of these effects unless (as with the Claw) it is explicitly called out - the [[#Cascade of power|cascade of power]] effect works just as well for any magician no matter what [[magical tradition]] they employ.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Cascade of Power====&lt;br /&gt;
* &#039;&#039;&#039;Enchantments that grant a magician the ability to cast many additional spells are empowered&#039;&#039;&#039;&lt;br /&gt;
Any magician enchanted with [[Unending Cascade of Blood&#039;s Fire]] (Spring 14), [[Glorious Crown of Enchantment]] (Summer 14), [[Brazen Claws of the Lictor]] (Autumn 14), [[Hungry Grasp of Despair]] (Winter 14), [[Sorin&#039;s Chastising Touch]] (Winter 14), [[Irresistible Stance of Force and Focus]] (Day 14), and [[The Stargazer&#039;s Astrolabe]] (Day 8) finds that the magic is more powerful. They are able to use the ability granted by the enchantment two additional times each day, meaning that the magician can use [[venom]], [[empower]], [[entangle]], [[weakness]], [[Calls#Cleave|cleave]], [[repel]], or [[detect magic]] (as appropriate) &#039;&#039;six&#039;&#039; times rather than four. The &#039;&#039;full effectiveness&#039;&#039; of the enchantment is restored by spending time in a suitable chamber.&lt;br /&gt;
&lt;br /&gt;
====Shared Wisdom====&lt;br /&gt;
* &#039;&#039;&#039;Enchantments that grant additional magical lore are empowered&#039;&#039;&#039;&lt;br /&gt;
Any magician that receives the [[Shared Mastery of the Magician&#039;s Guild]] (Autumn 4), [[Illuminate the Higher Mind]] (Day 4), [[Ascendance of the Highest Mind]] (Day 15), or [[Transcendent Mastery]] (Day 26) enchantments finds that they have gained more than mastery of spellcasting. In each case, they are able to cast (but not swift cast) the spell or spells they have gained once each without expending any personal mana, provided that the spell was not one they knew before the ritual was cast. This means that anyone receiving Transcendent Mastery for example would gain the ability to cast any &#039;&#039;new&#039;&#039; spells they have learned, not the spells that they already knew. This ability to cast spells in this way can be used once for each spell gained over the course of the enchantment - not once each day.&lt;br /&gt;
====Transformation of Lore====&lt;br /&gt;
* &#039;&#039;&#039;Infant Starts with a Blank Slate allows the subject to retain knowledge of some rituals&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox any magician who accepts the [[Infant Starts with a Blank Slate]] (Night 12) ritual can choose to retain knowledge of some of their rituals. This requires them to consume a pawn of [[vis]] at the climax of the ritual (which is used up without having any other effects). Rather than losing mastery of &#039;&#039;all&#039;&#039; their rituals, they will keep their knowledge of all rituals related to the lore that matches the vis. For example, if they daubed a pawn of [[Vis#Heart&#039;s Blood|Heart&#039;s Blood]] on their face as the ritual was cast, they would retain knowledge of all their Winter rituals but all other rituals would be forgotten. It&#039;s not possible to pick and choose - either all rituals of a specific realm or none are retained. It&#039;s also not possible to mix vis; only one realm of knowledge is retained.&lt;br /&gt;
&lt;br /&gt;
====Stars Above and Below====&lt;br /&gt;
* &#039;&#039;&#039;It is easier to create certain permanent enchantments during the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
While the Grand Conjunction is at its height, it is much easier to use [[ilium|star metal]] to create certain [[Ilium#Using_ilium_in_rituals|permanent enchantments]]. During the Spring Equinox making one of these enchantments permanent requires  a number of rings of ilium equal to &#039;&#039;twice&#039;&#039; its magnitude, with a minimum of ten rings. The rituals that can be made permanent in this fashion are: [[Unending Cascade of Blood&#039;s Fire]], [[Glorious Crown of Enchantment]], [[Brazen Claws of the Lictor]], [[Hungry Grasp of Despair]], [[Sorin&#039;s Chastising Touch]], [[Irresistible Stance of Force and Focus]], and [[The Stargazer&#039;s Astrolabe]].&lt;br /&gt;
&lt;br /&gt;
One of these enchantments - &#039;&#039;Sorin&#039;s Chastising Touch&#039;&#039; - draws on the power of the [[eternal]] of the [[Sorin|same name]]. The enchantment can still be made permanent, but it is not clear what the &#039;&#039;Whelpmaster&#039;&#039; might think of this - and eternals are always aware of what is done with the rituals that they empower. The [[Sorin%27s_Chastising_Touch#Assurance|assurance]] associated with the ritual would not be endangered by making this ritual permanent, but it&#039;s not clear what would happen to a permanent enchantment should it be broken. Caution might be advised, although it must be said that Sorin rarely acts immediately when he becomes annoyed, preferring the &amp;quot;enough rope&amp;quot; approach to perceived transgressions.&lt;br /&gt;
&lt;br /&gt;
Note that until the Summer Solstice these permanent rituals will still provide [[#Cascade of Power|additional power]] thanks to the conjunction, but after that they will have their usual effects (four additional castings each day).&lt;br /&gt;
&lt;br /&gt;
There is one additional consideration - for purposes of [[Ilium#Removing_a_Permanent_Effect|removing]] one of these enchantments the number of rings of ilium actually used is irrelevant. The enchantment is treated as if it had been made permanent with the normal amount of ilium (three times the magnitude).&lt;br /&gt;
&lt;br /&gt;
==The Unravelling==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=MountainIllustrationInk.JPG|title=The Mountain (Illus.)|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections created before Winter 386YE that enchant armies, navies, military units, or fleets no longer work&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Such arcane projections are unravelling and may be exchanged for crystal mana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability to exchange an arcane projection lasts until the end of the Autumn Equinox 387YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The inability to cast these arcane projections is permanent&#039;&#039;&#039;&lt;br /&gt;
The Unfettered Mind were also the first people to spot the peculiar phenomenon that coincided with this Grand Conjunction. Dubbed &#039;&#039;the Unravelling&#039;&#039; in some parts of the Empire, it means that any arcane projection issued before E1-2025 that attempts to [[enchantment|enchant]] an [[Army|army]] or [[navy|navy]] can no longer be cast. Likewise, arcane projections that involve enchanting a [[military unit]] or [[fleet]] no longer function. The Grand Conjunction appears to have scrambled the magic bound into the projections themselves. &lt;br /&gt;
&lt;br /&gt;
Any of these arcane projections that no longer function can be brought to GOD and exchanged for 10 crystal mana. This either represents someone intentionally speeding the unravelling process along to reclaim the mana invested in the projection, or might mean that in-character a valued projection (that the player no longer wants OOC) has fallen apart despite their best efforts. The ability to exchange defunct arcane projections for mana in this way will persist until the end of the Autumn Equinox 387YE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; You&#039;ll need to hand the arcane projection phys-rep over so we can mark it as inactive on our systems. We don&#039;t plan to reprint lost arcane projections for the event; if you have lost an arcane projection in downtime you can e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] after the event with the details of the missing projection and we&#039;ll do our best to replace it in time for the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ClawIllustrationInk.JPG||align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Red in Tooth and Claw==&lt;br /&gt;
* &#039;&#039;&#039;The constellation of the Claw has become clearer and is exerting odd influence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magicians drawing on the Claw in their magic may experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
Apart from the Grand Conjunction, the four stars that make up the constellation of [[the Claw]] have become especially pronounced. Since the Winter Solstice, those who know where it is find their eyes are drawn to it whenever they see the night sky. The sensation of gazing on the Claw may make sensitive people (especially [[naga]] or [[merrow]]) feel uncomfortable. &lt;br /&gt;
&lt;br /&gt;
If it is invoked in an [[astronomancy|astronomantic]] ritual, any [[Rituals#Contributors|contributors]] to that ritual feel its power particularly strong and immediate. Anyone who wishes may experience the [[roleplaying effect]]: &#039;&#039;you feel an urge to assert your dominance over anyone who challenges you, or seek a physical confrontation with anyone you feel has wronged you. Violence seems easy and satisfying.&#039;&#039; This effect lasts for at least half an hour if a player chooses to embrace it.&lt;br /&gt;
&lt;br /&gt;
If the Claw is invoked while performing certain ritual enchantments, their power is enhanced. The first time each day that a contributor calls on the Claw, they can choose to spill their own blood to empower the ritual. They can spend up to three hits by cutting themselves or other willing contributors, and each hit lost counts as one mana toward the performance of the ritual. The hits lost during the performance of the ritual cannot be restored until the ritual is completed or abandoned. A contributor can reduce themselves to 0 hits during a ritual, but they will be able to complete the performance before collapsing and beginning to [[Combat#Dying|bleed to death]]. Each magician can only use this ability once per day, and the &#039;&#039;roleplaying effect&#039;&#039; invoking the Claw creates will last for at least an hour and be much more pronounced.&lt;br /&gt;
&lt;br /&gt;
The rituals this peculiar [[blood magic]] will enhance seem to be a selection of those particularly associated with violence and conflict:&lt;br /&gt;
* The personal enchantments [[Forest Remains]], [[Call Down Lightning&#039;s Wrath]], [[Might of the Myrmidon]], [[Talon of the Gryphon]], [[Swift Leaping Hare]], [[Swan&#039;s Cruel Wing]], [[Hammer of Thunder]], and [[Hook of the Hoarfrost Guardian]]&lt;br /&gt;
* The resource enchantments [[Merciless Wrath of the Reaver]] and [[Blood and Salt]]&lt;br /&gt;
* And these rituals which are not part of Imperial or Urizen lore &#039;&#039;Heaven&#039;s Spear Sunders the Mountain&#039;&#039;, and &#039;&#039;Ironwind&#039;s Pride&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=DrownedManIllustrationInk.JPG|title=The Drowned Shepherd (Illus.)|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Drowned Shepherd==&lt;br /&gt;
* &#039;&#039;&#039;It is currently not possible to create arcane projections that create a curse which targets an individual&#039;&#039;&#039;&lt;br /&gt;
While the Drowned Shepherd is not part of the Grand Conjunction, astronomancers have indicated that there is a connection forming between its stars and those of the Great Wyrm. As a consequence, it is not possible to create an arcane projection that creates a personal [[curse]] - a curse that targets an individual. Such arcane projections that already exist can still be cast, but magicians of the Unfettered Mind theorise that it is only a matter of time before the same conjunctional effect that has diminished the power of warlike arcane projections will affect arcane projections based around curses.&lt;br /&gt;
&lt;br /&gt;
==Imperial Shrouds==&lt;br /&gt;
* &#039;&#039;&#039;The Penumbral Veil persists across most of the Empire&#039;&#039;&#039;&lt;br /&gt;
Most of the [[Drawing the Penumbral Veil|shroud]] laid across most of the Empire during the Autumn Equinox remains, concealing people, places, and events in the areas affected from the prying eyes of scryers and seers. At least in theory - in practice the shrouds are mostly not especially potent, barely impeding the traditional [[Crystaline_Focus_of_Aesh#Divination_Rituals|divination rituals]] used by Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
Still, the veil is far-reaching. All five [[the League|League]] cities ([[Sarvos]], [[Tassato]], [[Temeschwar]], [[Holberg]], and [[Spiral]]). The whole [[the Brass Coast|Brass Coast]] ([[Kahraman]], [[Segura]], and the [[386YE_Autumn_Equinox_Senate_sessions#Assign_Feroz|reclaimed]] [[Feroz]]). All of [[Dawn]] ([[Astolat]], [[Weirwater]], [[Semmerholm]], and [[the Barrens]]). Most of [[Highguard]] ([[Bastion]], [[Casinea]], and [[Reikos]]). Both [[Mitwold]] and [[Upwold]] in the Marches, along with the Jotun-held territory of [[Bregasland]]. Both the [[Navarr]] territories still in control of the nation ([[Miaren]] and [[Hercynia]]). Most of Varushka is affected ([[Karsk]], [[Miekarova]], and [[Ossium]]) along with most of [[Wintermark]] ([[Kallavesa]] and [[Sermersuaq]]). &lt;br /&gt;
&lt;br /&gt;
Given the specificity of the effect, it seems likely this represents dozens of castings of the ritual rather than a specially designed [[arcane projection]], as the shroud over Sarvos is more than three times as powerful as that raised in the other territories.&lt;br /&gt;
&lt;br /&gt;
The effect is noticeable in every affected territory once the sun sets and the skies over the Empire appear strange and unfamiliar. The effects are relatively low-key, as the shrouds have not been performed at particularly high magnitude, but occasionally they can be dramatic and exciting. Effects include stars not being where they are expected to be; the moon seeming closer, further away, strangely coloured, absent, or in the wrong phase; odd prismatic lights glittering in or moving across the celestial vault. Very occasionally, even stranger effects might be seen, such as vast coloured banks of sparkling light, strange translucent birds and fish of immense size that swoop or skim lazily through the clouds, and similar phantasmagoric images of all kinds. &lt;br /&gt;
&lt;br /&gt;
Obviously, we can&#039;t affect the appearance of the night sky, but everyone should bear the effects in mind if they are visiting a territory that has been shrouded. Most of the time being aware that the moon is in the wrong phase, or some of the stars are in odd places, will be sufficient to bring this effect to life. The ritual may sometimes cause consternation in people living in affected territories; any details in this regard will be included in individual winds of fortune. But in all honesty, Imperial citizens are familiar with these effects and in the words of one cynical [[the Marches|Marcher]], it makes a nice change from giant figures posturing in the sky and keeping people awake.&lt;br /&gt;
&lt;br /&gt;
==Colleges and Runeforges==&lt;br /&gt;
{{CaptionedImage|file=NightLight.jpg|align=right|width=400}}&lt;br /&gt;
* &#039;&#039;&#039;The Civil Service have reassessed the way that colleges of magic and runeforges are paid for by the Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A list of nations that could support a new college or runeforge has been created and made public&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ritual texts and schemas that completed by colleges of magical and runeforges will now be made public on the relevant title page&#039;&#039;&#039;&lt;br /&gt;
For many years, the Empire has operated an inefficient system of providing supplies and resources to the [[college of magic|colleges of magic]] and [[runeforge|runeforges]]. Thanks in part to some suggestions from the [[Unfettered Mind]], and in part to some proposals put together by &#039;&#039;[[Appraisal#Lutomysla Niegoslava|Lutomysla Niegoslava]]&#039;&#039; while the [[Appraisal#The_Prognosticators_Office|prognosticator]] was supposed to be taking a mandatory sabbatical from work, the Civil Service are implementing a bold new approach to securing faculty and students to formulate new ritual magic and develop new magic items.&lt;br /&gt;
&lt;br /&gt;
This comes after a period where the civil service have increasingly found it easier to hire [[magical skills#Magician|magicians]] (or [[Crafting skills#Artisan|artisans]]) living in a given nation to operate a college of magic or runeforge established there. This has allowed the upkeep of a college or runeforge to be standardised, just as it is for most other forms of [[commission]]. The Empire can now build such a commission and know that the upkeep will be 12 thrones a season.&lt;br /&gt;
&lt;br /&gt;
The work has also led to a reassessment of where new colleges or runeforges might be profitably built. Similar to the way a nation can support a certain number of armies, it seems that some nations can support a [[College_of_magic#Maximum_numbers_of_Colleges|new college]] or a [[Runeforge#Maximum_Numbers_of_Runeforges|new runeforge]] without additional difficulty or the need for an [[opportunity]]. Lutomysla Niegoslava has presented a short list of the nations in question to help the [[Senate]] and the [[Conclave]] with future planning. It&#039;s also been agreed that a central list of which rituals are being worked on at each college, and which magic items are being developed, in the same way that the folk of Urizen know what they are working on with the [[Doyen of the Spires]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Further details of this change to colleges of magic and runeforges are detailed in the [[Rules_update_2025#Colleges_and_Runeforges|rules update]].&lt;br /&gt;
&lt;br /&gt;
==Unfettered Vivisections (Sermersuaq)==&lt;br /&gt;
*&#039;&#039;&#039;A member of the Unfettered Mind has managed to shackle one of the strange husks from the Gullet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;They invite the Grandmaster to come or send a representative to take part in a vivisection&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Unlikely_or_Contained|combat contained]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Unfettered Mind&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for choosing who goes to witness the vivisection&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Herophlius of the Spire of the Rosewald Thorn&#039;&#039; is a talented, somewhat eccentric, physick and magician of the Unfettered Mind. They consider themselves to be one of the finest minds of this generation, something disputed by almost all of their contemporaries. They are, however, quite lucky, and have managed to acquire for themselves a shackled up &amp;quot;&#039;&#039;live&#039;&#039;&amp;quot; husk of the type [[387YE_Spring_Equinox_winds_of_fortune#Husks_of_the_Deep|recently seen]] on the shores of the Gullet.&lt;br /&gt;
&lt;br /&gt;
They hope that perhaps uncovering what is going on with these creatures from the Gullet could see them recognised as the premier researcher of this generation. They now wish nothing more than their great moment of triumph to be witnessed by other members of their order. They have sent word to the order, inviting the [[Unfettered Mind|Grandmaster of the Unfettered Mind]], &#039;&#039;&#039;Zlata Ruznikova Perenel, The Weaver&#039;&#039;&#039;, to come and witness the vivisection.&lt;br /&gt;
&lt;br /&gt;
Obviously, being a member of the order, they are aware that the Conclave will be in session when the Sentinel Gate opens (21:10 on Friday), and they understand that the Grandmaster has other responsibilities. They will welcome any who come with good grace and hope only that they take back an honest accounting of what happened.&lt;br /&gt;
&lt;br /&gt;
==A Prosperous Land==&lt;br /&gt;
* &#039;&#039;&#039;A potent Autumn effect has spread across the Barrens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any personal resource except for congregations and military units in the Barrens can be upgraded cheaper before the Autumn Equinox 387YE&#039;&#039;&#039;&lt;br /&gt;
During the Winter Solstice the [[Knight-protector|Knight-protector of Autumn]], &#039;&#039;&#039;Sir Gaeris&#039;&#039;&#039;, used the [[The_fayre_fight#A_Knight_In_Autumn|Twisted Torc]] on [[the Barrens]]. This gift from the &#039;&#039;[[Ephisis|Hidden Prince]]&#039;&#039; has spread prosperity and affluence across the territory. Any resident of the territory can take advantage of the unexpected, but wholly welcome, wealth to make profitable deals. The cost to upgrade any [[business]], [[farm]], [[fleet]], [[forest]], [[herb garden]], [[mana site]], or [[mine]] in the territory  - including those belonging to Navarr - is reduced by one wain (to a minimum of one) until the start of the Autumn Equinox 387YE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participation:&#039;&#039;&#039; Any character with a personal resource in the Barrens, or who has spent a considerable amount of time there over the last three months, will have experienced this effect. The effects are subtle, but almost everyone will have experienced some random happenstance which sparked a chain of good luck. Businesses might have hit on a winning recipe for soup, a forest owner could have spotted an undergrowth of [[dragonbone]], or a crack in a [[mana site|mana site]] may have spread to reveal a small cache of mana crystals.&lt;br /&gt;
&lt;br /&gt;
==The Bell in the Deep==&lt;br /&gt;
* &#039;&#039;&#039;A mysterious bell has been heard ringing above or within the dark waters of the Bay of Catazar.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sailors are swapping superstitious stories of its possible significance.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sound of the bell appears to be an omen of doom to come or a warning of a doom averted.&#039;&#039;&#039;&lt;br /&gt;
A strange phenomenon has been noticed in the Bay of Catazar recently. Late at night, when the sea is dark, foggy and still, ship captains have begun to hear a bell tolling in the distance, from far away. Sometimes it rings on high, as if atop a distant tower; other times, the bell sounds from deep beneath the waves. The sound of the bell fills all who hear it with a deep and nameless fear, and some ship captains have reacted to it by going about in short order, back where they have come from, and taking another route. In some cases, it has later transpired that they turned just in time to avert doom on an unexpected crop of rocks; other times, the bell seems to come too late, and more than one ship has ended up wrecked with its baleful peals tolling in their ears. Some of them have begun to hear the bell in their dreams.&lt;br /&gt;
&lt;br /&gt;
Nobody seems to know what the significance of the bell is, or where it originates. Some think it started a year ago, when the Shining Pillar fell into the sea, but all agree the phenomenon increased in earnest around the time the Lighthouse at Nikephoros did the same in the wake of the attempted raid on Redoubt. Some old fisherfolk say that it is something to do with the population of baby krakens which has been birthed into the Bay - that their coming is a warning, or an omen of a broken promise. Some of those who have previously braved the nameless waters to the east of the Mallum say that they have long heard the bell toll in those waters, but it&#039;s hard to be sure if that&#039;s really true or whether they&#039;re having a sailor&#039;s jest. Little is known of that cursed sea.&lt;br /&gt;
&lt;br /&gt;
It is possible that sailors from more distant seas know the significance of the bell that tolls in darkness, or that some secret tome or ancient wisdom holds the key to its meaning, but the details of such nautical esoterica elude Imperial scholars, at least for now. The sole additional clue comes from a well-salted and grizzled Apulian astronomancer, who suggests that the bell may relate to an old legend of the Drowned Shepherd holding a similar object in warning. In this guise, the constellation is known as the King of Nothing - at least to some inhabitants of the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
While details are scant, sailors are superstitious types, and by now, a thousand different stories of what the bell means are doing the rounds. Characters should feel free to tell their own tales of encountering the bell in the darkness, and to swap legends, however spurious in origin, of what it might mean. Any character may have begun to hear the bell in their dreams: this is especially true of the Archmage of Winter and any former inhabitant of the Lighthouse at Nikephoros.&lt;br /&gt;
&lt;br /&gt;
==Dedicated Dreams==&lt;br /&gt;
* &#039;&#039;&#039;There is a dramaturgical confluence involving the Witch, the Lantern, and the Library around Anvil this summit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Liao dreams in Casinea induced by the Dedication skill sometimes take an unusual form&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The dreams people have seem to be snippets of past life visions, some known to the Empire, some not&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This event, anyone who has the Dedicate skill used on them to receive liao dreams may go to GOD, the Regio tent or the Ref Access Tent the next day to receive a vision instead of the normal roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
In Casinea, those who are dedicated to one of the Virtues have reported a strange change in the dreams provided by [[Dedication#Dreams|imbibing liao]]. Comments begin trickling in from chapter members receiving the ceremony to induce lucid dreams of a Virtuous nature, not an uncommon way for priests to help those struggling to grapple with something. But these faithful do not see Virtuous dreams relating to the priest. They see snippets of a life unfamiliar to them that they have no control over, fragmentary, but in sharp detail. &lt;br /&gt;
&lt;br /&gt;
Careful study by the archivists of Highguard reveals that some of these seem to be parts of past life visions, being experienced by citizens in some fashion through the combination of liao and [[Dramaturgy#The_Rule_of_Three|the three elements]] of dramaturgy. It is not always straightforward to interpret the visions, which can be fragmentary or unclear. But some of the visions received do not appear to match up anything in the Echoes. The Highborn do not seem to be too concerned about this turn of events - unless the Assemblies of the Synod decide differently, of course.&lt;br /&gt;
&lt;br /&gt;
Those who study such things carefully believe that this phenomenon is a confluence - akin to a conjunction of stars, but most easily studied and understood through dramaturgy. They cite local dramaturgists who have noticed that [[the Witch]], [[the Lantern]], and [[the Library]] have begun appearing in performances that they have no reason to be in. Productions of &#039;&#039;My Tassatan Cousin&#039;&#039; have seen the protagonist switch part way through to be portrayed by the Witch rather than [[the Prince]]; the recitations of &#039;&#039;[[Salvation (poem)|Salvation]]&#039;&#039; see the poem jumbled halfway through - one instance had the performer stop halfway through and then repeat themselves; and songs about neverending heartache see the lyrics twist, so that the ending has the singer come to terms with their loss. A confluence, like a conjunction, is nothing to worry about. They are usually more localised than a shift in the stars, but like a conjunction, they usually pass quickly. Things might be a little &#039;&#039;weird&#039;&#039; until that happens, is all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participation:&#039;&#039;&#039; Anyone performing at the event might find themselves leaning towards one of the three elements. The Witch might appear as an unexpected character, the Lantern might present itself as the perfect prop, or the Library might come to mind as the ideal setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This event, if the dedication skill is used to induce dreams, instead of the normal roleplaying effect of lucid dreams, players can go to GOD, the Regio tent, or the Ref Access Tent the following day and get a dedication vision slip. Both the priest and the pilgrim should go together to ensure they receive the same vision. If either or both the pilgrim and the priest don&#039;t want to do this, they can roleplay the normal lucid dreams if they prefer. Note that it is not possible for the priest and the pilgrim to receive &#039;&#039;different&#039;&#039; visions from one liao ceremony.&lt;br /&gt;
&lt;br /&gt;
==The College That Could==&lt;br /&gt;
* &#039;&#039;&#039;Access to the Loom of Spells will be auctioned at 14:00 on Sunday at the Imperial Regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Loom of Spells continues to be controlled by the Church of The Little Mother&#039;&#039;&#039;&lt;br /&gt;
The Church of The Little Mother is continuing the practice of auctioning access to the Loom of Spells. A [[bishop]] of the Church will attend the Imperial Regio at 14:00 on Sunday of the forthcoming summit, where the auction will take place. Bids are to be given in mine or forest measures. It does not matter what measures are given, and bids may include a mixture of different materials. The only thing that matters is the raw quantity. They remind potential bidders that the Loom can only codify rituals of up to the tenth magnitude, but have established that the ritual [[Quick Study]], which is part of Urizen lore, will work. The bishop taking the bids has been assigned as head of the work crews on the Loom this season, and may be targeted by this ritual if needed, though they will expect any bidders who require such a thing to have arranged their own casting and to be ready to cast it as soon as their bid is declared successful.&lt;br /&gt;
&lt;br /&gt;
==The Crow&#039;s Rest (Mournwold)==&lt;br /&gt;
* &#039;&#039;&#039;A peculiar tavern has appeared in the Ore Hills of Mournwold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The egregores of Marches and Wintermark should know more&#039;&#039;&#039;&lt;br /&gt;
A few days before the summit, a mysterious tavern appeared high on a rocky hill in the Mournwold. According to &#039;&#039;Maggie Miner&#039;&#039;, a local who was out walking her hounds, the morning had the usual heavy fog, and then all of a sudden, the tavern was just there. Lights and noises drift out, but the forbidding location means it&#039;s difficult to reach. A few locals manage to make the journey - purely to say they have- and report back that it&#039;s called &amp;quot;The Crows Rest&amp;quot;. They describe a warm welcome, with the tavern having a Wintermark vibe and the barkeeper being pleasant enough. They were welcomed so long as they accepted hospitality, and went on to describe an odd assortment of patrons. Once their drinks were finished, they found themselves back outside and on their way home.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Quickening_Cold_Meat&amp;diff=139366</id>
		<title>Quickening Cold Meat</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Quickening_Cold_Meat&amp;diff=139366"/>
		<updated>2026-05-28T13:05:49Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|120}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}}&lt;br /&gt;
&lt;br /&gt;
{{regio|Winter}} This ritual targets an [[Army|Imperial army]]. The [[Military Council|general]] responsible for the army (or the [[egregores|egregore]] if the general is not at Anvil) must be present throughout.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual draws a large number of dangerous spirits from the [[Realm#Winter|Winter realm]] to accompany a [[Army|campaign army]]. These spirits inhabit and animate corpses to create flesh-hungry unliving husks that fight alongside the army. The presence of these supernatural horrors raises the strength of the campaign army by the equivalent of 1,000 additional soldiers. {{Army Strength Ritual}}&lt;br /&gt;
&lt;br /&gt;
While the enchantment is in place the general of the army experiences a [[roleplaying effect]]: &#039;&#039;You find it easy to see everything in terms of cost and benefit. The lives and needs of others, especially strangers, are meaningless if they get between you and your goals and what you consider to be best. You feel a powerful urge to ensure you and yours are safe, regardless of the cost to others.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ritual draws on [[Inhabitants_of_the_realms#Drudges|creatures]] from the Winter realm, which have been known to exert unpredictable influence on those fighting alongside them, especially those with the [[draughir]] [[lineage]]. This might include lingering roleplaying effects or temporary hero points for the captains of military units supporting the enchanted army. Such effects are unpredictable; when they occur, they are described in the appropriate Winds of War.&lt;br /&gt;
&lt;br /&gt;
When the enchantment ends, the winter spirits become uncontrolled. Their reaction to being freed in this manner is unpredictable. They may simply return to the Winter realm, or they may run amok, or scatter into the wilds to form lairs from which to prey on the people of a territory. Whatever happens, if any of the spirits choose to remain in the mortal realm they are more likely to create a problem for Imperial heroes to deal with than they are to provide any valuable strategic benefits to the Empire. &lt;br /&gt;
&lt;br /&gt;
{{Year Duration}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional campaign armies in the same territory. Each additional campaign army increases the magnitude by 90.&lt;br /&gt;
&lt;br /&gt;
===Assurance===&lt;br /&gt;
Given that the ritual calls spirits from the Winter realm, it uses the power of an [[eternal]], in this case [[Wise Rangara]]. The [[Eternals_and_rituals#Assurance_and_Stipulation|assurance]] connected with the ritual was lost for several centuries but recently rediscovered. Shortly before the Winter Solstice 386YE it was confirmed by the [[Unfettered Mind]] that the ritual remains effective until the [[Archmage of Winter]] uses the power of [[Archmage#Plenipotentiary|plenipotentiary]] to formally ask for an audience with Wise Rangara during which they are able to explain to her satisfaction what lesson they believe the ritual was intended to teach.&lt;br /&gt;
{{CaptionedImage|file=QuickeningHusks.jpg|caption=The unliving husks are corpses inhabited by Winter spirits.|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ghastly ritual prises open a [[regio|portal]] between the mortal realm and the Winter realm and draws through a large number of incorporeal Winter spirits, sending them out to find and inhabit the corpses of the dead. The Winter spirits seek out remains that are intact enough to move and fight. This results in an unliving husk, [[Winter_magic#Oaths_and_Wards|bound]] by the magic of the ritual to serve as a soldier in an upcoming conflict. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width:50%; width:500px;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;div style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;OOC Note&amp;lt;/div&amp;gt;&lt;br /&gt;
The spirits and husks summoned by &#039;&#039;Quickening Cold Meat&#039;&#039; will not appear at the event. They will only appear in response to plot created by a plot writer. Whatever happens, the husks cannot pass through the [[Sentinel Gate]], so they can never assist the heroes of [[Anvil]] on battles or skirmishes that take place during the summit.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
These husks are under the nominal control of the general of the army they are attached to, but the general should not forget that they are still Winter spirits. No amount of binding can change their essential nature, and in the thick of battle they quickly fall on their defeated enemies and devour them, or even occasionally attack wounded soldiers on their own side in the throes of overwhelming lust for blood and flesh. A sensible commander can keep the unliving under control provided their will is strong and their orders clear and unambiguous but there is always an element of risk.&lt;br /&gt;
&lt;br /&gt;
The Winter spirits generally seek out nearby corpses, meaning that especially during an ongoing campaign it is common to see husks created from the bodies of Imperial soldiers and barbarian warriors who fell on nearby battlefields. They favour bodies that are intact enough to move and fight, although there is a theory that many other remains, too decayed or broken to attain mobility, are also inhabited for the duration of the enchantment. The spirits have some capability to [[Winter magic#Preservation|repair]] remains when transforming them into a husk, and inhabited corpses stop rotting for the duration of the enchantment. They are hard to destroy; although they can be downed by wounds sufficient to kill a tough mortal they quickly recover and rise again. Unless they are [[Calls#EXECUTE|executed]] or struck with a [[Calls#CLEAVE|crippling blow]], they will clamber to their feet until they are so badly mutilated the spirit is forced to depart the corpse. Even then, the incorporeal spirit remains bound by the magic of the ritual and will seek out another nearby body, and over the course of a day or so transform it into a new husk. &lt;br /&gt;
&lt;br /&gt;
The unliving use weapons and armour, but they do not seem to be truly sapient. They may moan, but rarely speak and when they do it is invariably to gibber a nonsense phrase (although [[voice for the dead]] can grant speech to their host for a short time the results are generally quite horrific). The experience of fighting them can be quite demoralizing - especially where the magic has turned the bodies of former comrades into monstrous ghouls hungry for the flesh of their former allies.&lt;br /&gt;
&lt;br /&gt;
Husks created through this ritual are unable to pass through the [[Sentinel Gate]]. As with creatures such as the shadow warriors bound by the [[Conclave of Trees and Shadow]], the magic of the gate cannot transport the bound Winter spirits; the corpse appears, inert, at the other end and the Winter spirit departs whence it came (presumably).&lt;br /&gt;
&lt;br /&gt;
The ritual is very hard to perform because it takes a great deal of energy to draw the spirits forth; once the gate is torn open a host of spirits will pour through, bound by the power of Winter to obey and fight for the chosen commander. Attempts to create a lower magnitude version of this ritual have proved frustratingly ineffective. It appears that even if the ritualists wish to create only a single unliving creature it is impossible to bring the magnitude much below a hundred. While the rite binds spirits quite effectively in great numbers, creating the initial conduit to draw forth Winter spirits is very hard indeed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Unliving Rampage&#039;&#039;&#039;&amp;lt;br&amp;gt;When this ritual ends, the winter spirits that animated the husks become uncontrolled. This will sometimes create a threat to the territory where the army was fighting. The scale of the threat will usually be confined and localised, rather than representing an immediately cataclysmic &amp;quot;undead apocalypse&amp;quot; scenario. More often, the spirits will scatter and create threats that might manifest at future events, or they will leave the mortal world in a spasm of short-lived violence. That&#039;s not to say that there might be a bigger response, depending on circumstances and the situation in the ongoing campaign. Regardless, the intent of the ritual is not to punish players for casting it, but to create a moral dilemma for the characters discussing whether its dangerous power should be used.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When the enchantment ends, the spirits do not automatically return to the Winter realm. Sometimes the corpses they inhabit drop where they stand, like broken marionettes, and the spirits seek out new hosts. Sometimes the husks shamble off into the wilderness, away from the army they previously supported, looking for easier prey. On rare occasions some of them turn on the soldiers they have been fighting beside, and seek to devour them. Regardless, when the ritual enchantment ends the Winter spirits remain behind until forcefully ejected from the mortal realm, usually by heroic intervention. Once the enchantment expires, the spirits&#039; connection to the mortal realm becomes tenuous and if the bodies they are inhabiting are destroyed they will usually be drawn back to the Winter realm. Usually. &lt;br /&gt;
&lt;br /&gt;
All in all, this ritual is not very popular and has been used extremely rarely, and is treated with a great deal of suspicion by nations that particularly honour the fallen. The prospect of it being performed in [[Kallavesa]], where the [[heroism|heroes]] of Wintermark sleep, or in the [[Highguard|Highborn]] [[Necropolis#The Necropolis|Necropolis]] where many beloved champions of the Empire lie, and transforming the honoured dead into shambling, drooling, cannibalistic horrors fills folk of those nations with dread. Leaving aside the general disgust at the idea of mistreating the bodies of Imperial citizens (which is a major obstacle to its use in [[the Marches]] for example), there is also the matter of the dread experienced by soldiers serving alongside a legion of flesh-hungry shambling corpses possessed by alien spirits. The ritual also tends to leave large numbers of rotting corpses scattered around a battlefield, and when the enchantment ends the spirits remain behind to bedevil people across the territory.&lt;br /&gt;
&lt;br /&gt;
While the Empire does not make much use of this ritual, its effects have been encountered on several occasions when fighting the [[Druj]] and occasionally the [[Thule]], and both the &#039;&#039;necromantia&#039;&#039; of [[Axos]] and the magicians of the [[Sarcophan Delves]] are said to reinforce their own armies with tomb-hordes on the occasions when they skirmish with their neighbours.&lt;br /&gt;
===History===&lt;br /&gt;
In Spring of 378YE the [[Conclave]] passed a [[Concord|Declaration of Concord]] stating that this ritual has been known to contradict the funerary traditions of the deceased. This corrupting of a nation&#039;s traditions has led to symptoms manifesting upon the nation&#039;s [[Egregores|egregore]] and the revealing of other, darker, entities. What that latter clause refers to is not public knowledge, but contributes to the caution with which the ritual is used.&lt;br /&gt;
&lt;br /&gt;
During a [[Archmage#Parely|parley]] that took place at the Summer Solstice 385YE between [[Wise Rangara]] and the [[Archmage]] &#039;&#039;&#039;Ematius of the Great Library of Ankarien&#039;&#039;&#039;, the eternal confirmed that despite a great deal of speculation, they were the one responsible for helping to create this ritual and provided access to the Winter spirits it calls forth. The &#039;&#039;Ancient One&#039;&#039; declined to provide any other details about this agreement. The assurance was finally uncovered by the [[Unfettered Mind]], during their review of rituals drawing on the power of [[eternal|eternals]] in 386YE. Wise Rangara and her heralds have been approached since by magicians keen to know why she supports such a ritual, but in all cases the answer has been a philosophical shrug and the suggestion that &#039;&#039;Grandmother Winter&#039;&#039; intends it to be a teaching tool.&lt;br /&gt;
&lt;br /&gt;
Attempts to convince [[Sorin]], [[Kaela]] or [[the Thrice-cursed Court]] to provide a more palatable version of this ritual have so far met with no success. An ill-fated approach to a herald of [[Agramant]] indicated that &#039;&#039;Blood-on-the-Snow&#039;&#039; was more than happy to offer assistance but the creature &amp;quot;&#039;&#039;grinned in a most malevolent way that made me extremely nervous and so I curtailed our interview&#039;&#039;&amp;quot; to quote the magician involved who wishes to remain anonymous.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
The ritual opens a portal to the realm of Winter through which spirits pass, and binds them to seek out and inhabit nearby corpses. Resonances include invocations that open a conduit to Winter; exhortations to serve the chosen character; bindings that keep the husks from running amok; girding or crowning the target general, especially giving him or her a rod or staff of command worked from bone; the runes [[Hirmok]] and [[Yoorn]], and the constellation [[The Drowned Shepherd]] may all be appropriate elements to use in this ritual.&lt;br /&gt;
[[Category:Warfare]]&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Three_Sisters&amp;diff=139365</id>
		<title>The Three Sisters</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Three_Sisters&amp;diff=139365"/>
		<updated>2026-05-28T13:05:34Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ThreeSistersBasic.jpg|title=The Three Sisters (Constellation)|align=left|width=330|height=162}}&lt;br /&gt;
===The Law===&lt;br /&gt;
Things Are Connected By Blood&lt;br /&gt;
===The Constellation===&lt;br /&gt;
The Three Sisters is probably the smallest constellation. A run of three bright stars just outside one edge of [[The Door]] they are comparatively close together and only appear above the horizon during the winter months through to mid spring.&lt;br /&gt;
&lt;br /&gt;
There is some disagreement over the naming of the stars. In most of the Empire the stars that make up the Sisters are called [[Erigo]], [[Riqueza]], and [[Guerra]] by Imperial astronomers, although there is a great deal of disagreement as to which one is which. Older texts refer to them as Suspire, Lachryma, and Tenebrae. &lt;br /&gt;
&lt;br /&gt;
Following the Winter Solstice 386YE, however, Astronomancers across the Empire became aware of the names or more correctly &#039;&#039;titles&#039;&#039; of the individual stars that make up the Three Sisters. These names matched &#039;&#039;neither&#039;&#039; set of commonly accepted nomenclature, and one of the names - &amp;quot;Who Sees&amp;quot; - seemed particularly unexpected. Unlike other names uncovered with other constellations, the stars appear to have no given name and only a title. Astronomancers are divided on what this might mean, and it remains a matter of sometimes heated discussion.&lt;br /&gt;
&lt;br /&gt;
It seems likely that this spread of awareness of the three names is a side effect of a coven performed a divinatory ritual during the Winter Solstice, just as with the names of constellations such as [[the Chain]] and [[the Fountain]]. Precisely where these names originate however, and what they mean for both the traditional naming schemes and the deeper understanding of astronomancy, is unclear. &lt;br /&gt;
&lt;br /&gt;
===Symbology===&lt;br /&gt;
Sometimes known as the Three Sorrows, the Three Sisters stand for family and bloodline; kith and kin, belonging, being on the inside rather than the outside. Legend speaks of them being three sisters cursed to carry the sorrows of the world; each of them bearing a different part of the burden. Suspire, the youngest, carries the world’s sighs; Lachryma, the middle sister carries the world’s tears, and Tenebrae, the eldest, carries the darkness in the souls of people. Their aspect is not entirely negative however; they also celebrate the bonds that hold families together. Even then, these celebrations are tinged with the awareness that all good things end in tears, sighs, and darkness.&lt;br /&gt;
{{CaptionedImage|file=ThreeSistersIllustrationInk.JPG|title=The Three Sisters (Illus.)|align=right|width=224|height=240}}&lt;br /&gt;
Knowing as they do all sorrows, it stands within their power in legend to grant surcease from sorrow by gifting it to another; though in the tale their gifts always carry a sting in the tale.&lt;br /&gt;
&lt;br /&gt;
In [[Navarr]], [[Wintermark]] and [[Varushka]] they are called the Three Mothers, rather than the Three Sisters.&lt;br /&gt;
&lt;br /&gt;
===Invoking the Three Sisters in Ritual===&lt;br /&gt;
The Three Sisters stand for regret, for sorrow, and for consequences; they are a popular choice for cursing with, bringing down the sorrows of the three sisters on an opponent is seen as less inherently dangerous than invoking the Wanderer or the Drowned Shepherd. They can also stand for the ties that bind families, clans and communities together; rituals to affect a specific bloodline or group may benefit from invoking their name.&lt;br /&gt;
===Tulpas of the Three Sisters===&lt;br /&gt;
Tulpas of the Sisters almost always take the form of one of the Three Sisters themselves; a veiled young woman sighing sorrowfully, a middle-aged woman weeping tears of blood or a night-veiled old woman silent and deadly. Beware Tenebrae.&lt;br /&gt;
&lt;br /&gt;
In recent years, tulpa of the Three Sisters have been especially active in [[the Brass Coast]]. Freeborn astronomancers hesitantly theorise that this is due to the cavalcade of misfortune and sorrow that has swept across the nation, caught as it is between the [[Jotun]], the [[Grendel]], and even the [[Children of Wrecks]]. Others propose that the tulpa are drawn to the Brass Coast, and to a lesser degree to [[Varushka]], in part due to the strong emphasis that these nations place on the idea of family. Obviously, astronomancers from other parts of the Empire contest this, pointing to their own familial traditions as proof. Regardless, the tulpas of Suspire, Lachryma, and Tenebrae - by whatever names - appear to be drawn to the Freeborn.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 320px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Stars of the Three Sisters.png|align=right|width=320}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;#&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt; &#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1  &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Who Weeps&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2  &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Who Sees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3  &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Who Sighs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Stars of the Three Sisters===&lt;br /&gt;
Unsurprisingly, the constellation is made up of three stars. As of Winter 386YE, the names - or more properly titles - of these stars have become known to Imperial astronomancers. They might be evoked specifically during rituals that draw on the power of the constellation.&lt;br /&gt;
===Alignment===&lt;br /&gt;
Coming too closely into alignment with the Sisters brings with it an overwhelming sense of sorrow, woe, and regret. Bleak, black depression can fall on the ritualist and be hard to shift; others fall to weeping and woe. More rarely, a ritualist who comes into alignment with the constellation may be intimately reminded of the bonds with family, and those who are as close as family. There are also reports of a strong urge to weigh and judge those individuals, to speak candidly of their flaws and virtues, and to reward or punish as appropriate. &lt;br /&gt;
{{Category:Constellation}}&lt;br /&gt;
[[Category:Astronomancy]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Three_Sisters&amp;diff=139364</id>
		<title>The Three Sisters</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Three_Sisters&amp;diff=139364"/>
		<updated>2026-05-28T13:05:16Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ThreeSistersBasic.jpg|title=The Three Sisters (Constellation)|align=left|width=330|height=162}}&lt;br /&gt;
===The Law===&lt;br /&gt;
Things Are Connected By Blood&lt;br /&gt;
===The Constellation===&lt;br /&gt;
The Three Sisters is probably the smallest constellation. A run of three bright stars just outside one edge of [[The Door]] they are comparatively close together and only appear above the horizon during the winter months through to mid spring.&lt;br /&gt;
&lt;br /&gt;
There is some disagreement over the naming of the stars. In most of the Empire the stars that make up the Sisters are called [[Erigo]], [[Riqueza]], and [[Guerra]] by Imperial astronomers, although there is a great deal of disagreement as to which one is which. Older texts refer to them as Suspire, Lachryma and Tenebrae. &lt;br /&gt;
&lt;br /&gt;
Following the Winter Solstice 386YE, however, Astronomancers across the Empire became aware of the names or more correctly &#039;&#039;titles&#039;&#039; of the individual stars that make up the Three Sisters. These names matched &#039;&#039;neither&#039;&#039; set of commonly accepted nomenclature, and one of the names - &amp;quot;Who Sees&amp;quot; - seemed particularly unexpected. Unlike other names uncovered with other constellations, the stars appear to have no given name and only a title. Astronomancers are divided on what this might mean, and it remains a matter of sometimes heated discussion.&lt;br /&gt;
&lt;br /&gt;
It seems likely that this spread of awareness of the three names is a side effect of a coven performed a divinatory ritual during the Winter Solstice, just as with the names of constellations such as [[the Chain]] and [[the Fountain]]. Precisely where these names originate however, and what they mean for both the traditional naming schemes and the deeper understanding of astronomancy, is unclear. &lt;br /&gt;
&lt;br /&gt;
===Symbology===&lt;br /&gt;
Sometimes known as the Three Sorrows, the Three Sisters stand for family and bloodline; kith and kin, belonging, being on the inside rather than the outside. Legend speaks of them being three sisters cursed to carry the sorrows of the world; each of them bearing a different part of the burden. Suspire, the youngest, carries the world’s sighs; Lachryma, the middle sister carries the world’s tears, and Tenebrae, the eldest, carries the darkness in the souls of people. Their aspect is not entirely negative however; they also celebrate the bonds that hold families together. Even then, these celebrations are tinged with the awareness that all good things end in tears, sighs, and darkness.&lt;br /&gt;
{{CaptionedImage|file=ThreeSistersIllustrationInk.JPG|title=The Three Sisters (Illus.)|align=right|width=224|height=240}}&lt;br /&gt;
Knowing as they do all sorrows, it stands within their power in legend to grant surcease from sorrow by gifting it to another; though in the tale their gifts always carry a sting in the tale.&lt;br /&gt;
&lt;br /&gt;
In [[Navarr]], [[Wintermark]] and [[Varushka]] they are called the Three Mothers, rather than the Three Sisters.&lt;br /&gt;
&lt;br /&gt;
===Invoking the Three Sisters in Ritual===&lt;br /&gt;
The Three Sisters stand for regret, for sorrow, and for consequences; they are a popular choice for cursing with, bringing down the sorrows of the three sisters on an opponent is seen as less inherently dangerous than invoking the Wanderer or the Drowned Shepherd. They can also stand for the ties that bind families, clans and communities together; rituals to affect a specific bloodline or group may benefit from invoking their name.&lt;br /&gt;
===Tulpas of the Three Sisters===&lt;br /&gt;
Tulpas of the Sisters almost always take the form of one of the Three Sisters themselves; a veiled young woman sighing sorrowfully, a middle-aged woman weeping tears of blood or a night-veiled old woman silent and deadly. Beware Tenebrae.&lt;br /&gt;
&lt;br /&gt;
In recent years, tulpa of the Three Sisters have been especially active in [[the Brass Coast]]. Freeborn astronomancers hesitantly theorise that this is due to the cavalcade of misfortune and sorrow that has swept across the nation, caught as it is between the [[Jotun]], the [[Grendel]], and even the [[Children of Wrecks]]. Others propose that the tulpa are drawn to the Brass Coast, and to a lesser degree to [[Varushka]], in part due to the strong emphasis that these nations place on the idea of family. Obviously, astronomancers from other parts of the Empire contest this, pointing to their own familial traditions as proof. Regardless, the tulpas of Suspire, Lachryma, and Tenebrae - by whatever names - appear to be drawn to the Freeborn.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 320px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Stars of the Three Sisters.png|align=right|width=320}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;#&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt; &#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1  &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Who Weeps&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2  &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Who Sees&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3  &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Who Sighs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Stars of the Three Sisters===&lt;br /&gt;
Uspurprisingly, the constellation is made up of three stars. As of Winter 386YE, the names - or more properly titles - of these stars have become known to Imperial astronomancers. They might be evoked specifically during rituals that draw on the power of the constellation.&lt;br /&gt;
===Alignment===&lt;br /&gt;
Coming too closely into alignment with the Sisters brings with it an overwhelming sense of sorrow, woe, and regret. Bleak, black depression can fall on the ritualist and be hard to shift; others fall to weeping and woe. More rarely, a ritualist who comes into alignment with the constellation may be intimately reminded of the bonds with family, and those who are as close as family. There are also reports of a strong urge to weigh and judge those individuals, to speak candidly of their flaws and virtues, and to reward or punish as appropriate. &lt;br /&gt;
{{Category:Constellation}}&lt;br /&gt;
[[Category:Astronomancy]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rivers_Run_Red&amp;diff=139363</id>
		<title>Rivers Run Red</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rivers_Run_Red&amp;diff=139363"/>
		<updated>2026-05-28T13:04:51Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Interdicted|ritual|[[381YE_Autumn_Equinox_Conclave_sessions|Autumn 381YE]]}}&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Spring|50}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}}&lt;br /&gt;
&lt;br /&gt;
{{Regio|Spring}} {{Target Territory}}&lt;br /&gt;
&lt;br /&gt;
{{curse}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
The ritual targets a single territory. Over the course of the next few days, a powerful [[curse]] settles over the territory. All casualties suffered by campaign-level [[army|armies]], [[navy|navies]], and [[Fortification#Garrison|garrisons]] fighting in the targeted territory are doubled. &lt;br /&gt;
&lt;br /&gt;
{{Territory Effects}}&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
===Removing the Curse===&lt;br /&gt;
Rivers Run Red removes [[Rivers of Life]], and is also removed by it. Note that neither curse &#039;&#039;replaces&#039;&#039; the other. If a coven wishes to have Rivers Run Red take effect on a territory currently under Rivers of Life, they would need to cast the ritual &#039;&#039;twice&#039;&#039; (once to remove Rivers of Life, and once to place the Rivers Run Red effect).&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Where [[Rivers of Life]] fills the water in a territory with potent life-giving power, &#039;&#039;Rivers Run Red&#039;&#039; poisons the water. Worse, it encourages rivers, streams, and lakes to break their banks, causing widespread flooding. The watercourses rush fast and strong, overwhelming simple fords and threatening to sweep away bridges. Lowlands become mired with mud and marshes swell. Worse, the water itself encourages minor pestilence, the birth of venomous insects, and wounds that fester or become infected.&lt;br /&gt;
&lt;br /&gt;
Like many similar rituals from the Spring realm, &#039;&#039;Rivers Run Red&#039;&#039; must be used carefully. It is most effective when the allied armies greatly outnumber their enemies; while the ritualists&#039; allies will suffer a little from the ritual, the enemies may be effectively devastated by the increased casualties. The [[Druj]] in particular are known to make regular use of magic similar to this ritual, ensuring that those who dare to engage them in battle pay a terrible price for doing so, even as their own warriors die in their droves.&lt;br /&gt;
&lt;br /&gt;
For the common inhabitants, this means a miserable time. Death is significantly more likely from otherwise preventable causes, and sickness runs rampant. Its effects are of particular worry to the commanders of armies. The stinking mud and noisome rivers drain energy and slowly poison soldiers in the area. Even bottles of wine, barrels of beer, or fresh water in waterskins may be slowly influenced by this [[curse]]. Warriors who receive severe, but not life-threatening, injuries often succumb to them rather than recovering. Even relatively minor wounds can become infected, leading to fever, delirium, and death. There are cases of simple insect bites that lead to a doughty warrior taking ill in the evening and being dead by the next morning.&lt;br /&gt;
&lt;br /&gt;
Much as with Rivers of Life, the ritual has fascinated Imperial magicians for centuries. It has a dramatic impact, but creating similar magical effects in other realms or which impact different elements of a [[Campaign outcome|military campaign]] have proved impossible without peculiar and unpredictable [[astronomancy|conjunctions]]. Attempts to codify magic such as the Winter wind that exacerbated the situation in the Mournwold, for example, have been fruitless. Likewise, efforts to create similar curses or [[enchantment|enchantments]] that fill a [[territory]] with magic in the hope of influencing the effectiveness of [[Army|armies]] have ended in failure. It is possible there is an [[eternal]] involved, but unlike rituals such as [[Forge the Wooden Fastness]] there has never been any hint that this is the case. Perhaps, like the peculiar properties of [[Traitor&#039;s Fate]] that allow its effects to be [[Traitor%27s_Fate#Option|made permanent]] for a single ring of [[ilium]], this is simply an example of a deeper mystery that will never be solved. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;A Poor Template&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rivers Run Red parallels [[Rivers of Life]], although it is much clearer that it is a curse. Like that ritual, it directly impacts the outcome of a campaign battle by changing the way casualties are calculated, and some of the commentary around that ritual also applies here. Going forward, it&#039;s worth noting that unlike other magical effects from multiple sources, it is &#039;&#039;not&#039;&#039; possible to &amp;quot;stack&amp;quot; several effects that change casualties in a territory. Only the most powerful applies a reduction (or increase) to a campaign battle. Like Rivers of Life, it doesn&#039;t work quite the same way as other large-scale magics do and anything that draws on it for inspiration has a high risk of failure. Sometimes magic is just like that.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
In Winter 380YE, Rivers Run Red was one of two rituals cast on the [[Mournwold]] during the [[381YE_Spring_Equinox_winds_of_war#Let_That_Be_Your_Last_Battlefield_.28Mournwold.29|bloody battle]] with the [[Jotun]]. An absolutely &#039;&#039;astonishing&#039;&#039; number of people - [[orc|orcs]] and humans alike - died as a direct consequence. The combination of Rivers Run Red and an eerie, sighing [[Winter magic|Winter]] wind killed a sixth of the civilian population across the Mournwold as well as more than half of the remaining population of the [[Mournwold#Greensward|Greensward]] where most of the fighting took place. There was [[All along the watchtower|extensive backlash]] from the Marches, and [[Empress Lisabetta]] herself became involved. Ultimately the Conclave chose to interdict the ritual, which helped to salve some of the anger from the Mournwold, but it quickly became clear that if that interdiction were removed any time soon there will be significant consequences. Indeed, questions about the Conclave&#039;s commitment to the interdiction arguably led to [[Tend_to_the_Flame#What_We_Need_Most|renewed calls]] for the creation of the [[Interdiction#Remorse|Declaration of Remorse]] as a way to permanently remove the ritual and similar curses from [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]. One positive consequence of the enduring interdiction, at least in the Marches, is that it encouraged some [[landskeeper|landskeepers]] to offer to help [[farm]] owners there [[Honey and vinegar|augment their land]] with specially crafted menhirs. These allowed them to [[farm#Diversification|diversify]] their farms so that they could produce small amounts of crystal mana to support magicians who worked to keep the ritual from ever being performed again.&lt;br /&gt;
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==Common Elements==&lt;br /&gt;
Liquid of some kind often serves as a focus for this ritual. Pure water or fine wine that is befouled with mud or blood during the performance is especially popular. Symbols of death and sickness may be used, especially invocations of flies, mosquitos and other vermin. A map or symbol of the target territory may be employed, ultimately drenched or destroyed with filthy liquid or blood. The malign nature of the ritual often sees magicians wearing masks or cowls - which serve the dual purpose of guarding them from any potential for stray strands of magic that might sicken them, and protecting them from identification by those who might oppose the casting.&lt;br /&gt;
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The runes [[Rhyv]], [[Kyrop]] and [[Mawrig]] are commonly used during this ritual, and the constellation of [[The Drowned Shepherd]] is often evoked. A [[Aspect magic#Heraldic Magic|heraldic magician]] might evoke the [[Legendary_beasts#Hydra|hydra]] or the [[Legendary_beasts#Sphinxes_and_Manticores|manticore]], while a master of [[Aspect_magic#Beast_Magic|beast magic]] would invoke venomous beasts (although [[the Marches|Marcher]] magicians also include those vermin dangerous to crops such as crows and rats). A [[dramaturgy|dramaturge]] likely evokes [[the Garden]], subverting it with sickness and poison and perhaps ultimately transforming it into [[the Tomb]] with the use of [[the Cup]]. While a [[Aspect_magic#Goetia|goetic]] magician most likely evokes [[Arhallogen]], or perhaps [[Llofir]], the malign nature of the ritual means that [[the Thrice-cursed Court]] or [[Agramant]] might also be evoked despite the ritual being firmly part of [[Spring magic]].&lt;br /&gt;
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==Further Reading==&lt;br /&gt;
* [[Honey_and_vinegar#Rolling_Stones|Honey and vinegar]] - 383YE Spring Wind of Fortune detailing landskeeper aid to the Marches&lt;br /&gt;
* [[All along the watchtower]] - 381YE Summer Wind of Fortune about the backlash against Rivers Run Red and the Empire&lt;br /&gt;
* [[Watered with fears]] - 381YE Spring Wind of Fortune about the consequences in the Mournwold&lt;br /&gt;
* [[381YE_Spring_Equinox_winds_of_war#Let_That_Be_Your_Last_Battlefield_.28Mournwold.29|Let that be your last battlefield]] - 381YE Spring Wind of Fortune in the Mournwold&lt;br /&gt;
[[Category:Spring Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Warfare]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Venom&amp;diff=139362</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Venom&amp;diff=139362"/>
		<updated>2026-05-28T13:04:45Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
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&lt;div&gt;==Description==&lt;br /&gt;
This vicious spell endangers the life of the target, such that they are quickly overpowered by critical wounds. &lt;br /&gt;
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It is worth noting that this spell creates a magical poison, or a malaise of the spirit; it attacks the life force directly. As such, it is equally effective on humans, [[orc|orcs]] and even more exotic creatures - shambling husks, animate plants and arcane constructs are all equally vulnerable to its effects. Indeed, some creatures such as [[vallornspawn husks]] are especially vulnerable to this searing magical poison - it is sufficient to mortally wound such creatures by its very nature.&lt;br /&gt;
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It is particularly dangerous in that it does not go away naturally; it can be removed with [[Imperial Roseweald|herbs]] by a skilled [[Surgical skills#Physick|physick]], or purged by a magician using the [[purify]] spell or a [[rituals|ritual]] such as [[Ascetic Star of Atun]]. Otherwise, it lingers indefinitely.&lt;br /&gt;
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==Casting==&lt;br /&gt;
{{Offensive Spell|1}}&lt;br /&gt;
==Effects==&lt;br /&gt;
You may call [[Calls#VENOM|VENOM]] against the target struck by your [[Weapons &amp;amp; armour#Implements|implement]].&lt;br /&gt;
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The venom condition reduces the time it takes the target to [[Combat#Dying|die]] from three minutes to thirty seconds. The [[Combat skills#Fortitude|fortitude]] skill provides some limited protection from the effect of this spell.&lt;br /&gt;
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You must assume that the target has taken the effect when you cast this spell. &lt;br /&gt;
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The effect lasts until cured by the [[purify]] spell, or a similar potion or magic.&lt;br /&gt;
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==Sample Spellcasting Vocals==&lt;br /&gt;
* I strike with the sting of the scorpion - VENOM!&lt;br /&gt;
* May magic&#039;s bitter bite bring you low - VENOM!&lt;br /&gt;
* From the heart of hate I stab at you - VENOM!&lt;br /&gt;
* Naeve&#039;s knife cleave your soul from your body - VENOM!&lt;br /&gt;
* In Llofir&#039;s name, may rot and ruin claim you - VENOM!&lt;br /&gt;
* Root wither, leaf fall -VENOM! &amp;lt;small&amp;gt;Suggested by Robert Ashley Burden&amp;lt;/small&amp;gt;&lt;br /&gt;
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==Common Elements==&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039; [[Kyrop]] is often invoked to weaken the foe, though [[Rhyv]] may be invoked by those who regard the spell as tainting the victim&#039;s blood. In both cases, the caster may trace the rune in the air during the casting, or the rune may be carved into their implement.&lt;br /&gt;
* &#039;&#039;&#039;Astronomancy:&#039;&#039;&#039; [[The Claw]] is used by those magicians who regard the spell as rending the victim&#039;s soul, or its link with the body. [[The Drowned Shepherd]], representing unavoidable disaster, is a dangerous force to invoke in battle, but a confident or desperate magician may employ it to bring a foe low.&lt;br /&gt;
* &#039;&#039;&#039;Dramaturgy:&#039;&#039;&#039; Poisonous creatures such as spiders, scorpions,snakes, or [[Legendary_beasts#Hydra|hydra]] are often evoked with this spell. The caster may take on the persona of [[The Doctor]] (particularly Doctor Vassa, punishing the enemy with a curse, or the vicious Doctor Couros), or may refer to their implement as [[The Blade]] or The Scalpel.&lt;br /&gt;
* &#039;&#039;&#039;Other traditions:&#039;&#039;&#039; This spell is closely tied to the lore of Spring, although some magicians prefer to think of it as a Winter spell - they say it is clearly a minor curse that impairs the victim&#039;s will to live. Navarri magicians in particular tend to shy away from Spring themes, concerned about invoking a power characteristic of the vallorn.&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
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