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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=136375</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=136375"/>
		<updated>2026-04-01T14:29:03Z</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 Man]]. 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=Malign_spiritual_presences&amp;diff=136332</id>
		<title>Malign spiritual presences</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Malign_spiritual_presences&amp;diff=136332"/>
		<updated>2026-03-31T14:12:09Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;The Shadow of Crescencia&amp;quot;&amp;gt;Tomas moved to pick up the sword. Sensing something wrong, I cried out a warning, but it was too late. I could see the change in him immediately. I instructed him to put the weapon down. He refused and told me that he no longer had to do what I told him. I knew then that I would have to exorcise the vile force that controlled him now, but first I would have to separate him from the cursed blade - and for that I would have to fight him.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Whittle Folk.jpg|align=left|caption=Sects dedicated to a malign spiritual presence, such as the [[Mournwold#Whittle|Whittle folk]], can prove a major threat to the stability of the Empire - and the souls of the virtuous.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Although there are seven virtues that are known to empower the human soul and guide it through the Labyrinth of Ages, there are other spiritual forces that are present in the world. These malign spiritual presences can arise from false teachers, barbarians, foreigners, or even simply by circumstance. Amongst the duties of priests of the Way is cleansing and purging the malign spiritual presences utilising an appropriate [[Religious skills|liao ceremony]].&lt;br /&gt;
&lt;br /&gt;
Malign spiritual presences have a number of known sources and manifestations. These include:&lt;br /&gt;
&lt;br /&gt;
===False Virtues===&lt;br /&gt;
It is possible to become dedicated to some malign auras as if they were virtues. When embraced in this way, adherents can use liao to dedicate others, and create anointings, hallows and consecrations just as a priest of the true Virtues might. These auras are often referred to as false virtues. They may appear harmless initially, even beneficial, but they were ruled as un-virtuous and excluded from the [[Imperial Theology|Doctrine of Seven]] by the early Synod. Consequently, the promotion and propagation of these auras and presences is regarded as blasphemy under Imperial law. Nevertheless, some blasphemous cults still arise and either explore these auras in secret, or seek to change the Doctrines of the Faith to press for their inclusion.&lt;br /&gt;
&lt;br /&gt;
The four known false virtues are [[#Anarchy|Anarchy]], [[#Hatred|Hatred]], [[#Peace|Peace]], and [[#Vengeance|Vengeance]]. Other malign spiritual presences, such as Hope and Fear, may appear spontaneously, but it does not appear to be possible to become dedicated to them, so they do not spread as readily as the false virtues.&lt;br /&gt;
&lt;br /&gt;
===False Gods===&lt;br /&gt;
In their ignorance, some barbarians and foreigners encounter spiritual auras and manifestations and, instead of understanding that they are echoes from the Labyrinth of Ages, see them as the presence of gods, demons or other supernatural entities. Priests of these false gods may even believe that they are invoking the power of some divine being through their warped approaches to religious ceremonies.&lt;br /&gt;
&lt;br /&gt;
===Phenomena and Phantasmagoria===&lt;br /&gt;
While the propagation of blasphemous cults and the worship of false gods is carried out via mortal agencies, there are occasions where malign spiritual presences can seem to occur as a natural, or indirectly occurring, phenomenon. For example, a house in which a horrific crime is committed may attract a malign spiritual aura related to the nature of that crime. Additionally, it has been known for vile and wicked spirits - condemned to wander the Labyrinth of Ages for all time - to break loose and seize control of mortal hosts.&lt;br /&gt;
&lt;br /&gt;
==Known Malign Spiritual Presences==&lt;br /&gt;
The following are spiritual presences that have been excluded from the Doctrines of the Faith, and embracing them constitutes [[Religious_crime#Blasphemy|blasphemy]].&lt;br /&gt;
&lt;br /&gt;
===Anarchy===&lt;br /&gt;
Auras of Anarchy - sometimes called Freedom or Liberty - stir mortal souls against structures and order and were recognised at an early stage as self-destructive forces as well as a threat to the unity of the Empire. Anarchy has been known to take root in blasphemous cults that seek to tear down all the Empire has sought to build, but it has also often occurred spontaneously, most commonly on raids to free slaves from the Grendel, the Asaveans and others.&lt;br /&gt;
&lt;br /&gt;
The false Virtue of Freedom was extensively preached during the [[Freedom Heresy]]. Their descendants, the [[Not_to_conquer#Montanians|Montanians]] continued to embrace the Virtue before their eventual death at the hands of the Varushkans. &lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
Auras of Fear, are usually found arising spontaneously. Like Hope, Fear, is seldom referred to as a false Virtue because it offers few if any teachings and there are no reliable accounts of anyone being dedicated to Fear. Rather, it is used as a means to goad and control other mortal souls. The Druj in particular are masters of Fear, employing a potent combination of drugs, deprivation, and torture to create and spread auras of fear over entire territories, the better to control their subjects.&lt;br /&gt;
&lt;br /&gt;
===Hate===&lt;br /&gt;
There was some significant debate within the early Synod before auras of Hatred were deemed unvirtuous. Commonly referred to as the false Virtue of Purity by adherents, its proponents argued that it was a powerful, motivating force that spurred mortal hearts into action. It was ultimately ruled to be in conflict with the virtue of Wisdom, being irrational and indiscriminate in its nature. However, there are blasphemous cults that still seek to use these auras as a means to guide mortal souls.&lt;br /&gt;
&lt;br /&gt;
Recent interest in learning more about this wicked spiritual presence led to the [[Minister of Historical Research]] commissioning further investigation, summarised in the report [[Maude, and the nature of Hatred]].&lt;br /&gt;
&lt;br /&gt;
===Hope===&lt;br /&gt;
Much like Fear, auras of Hope tend to arise spontaneously rather than because anyone has actively created them. There is little evidence to suggest that anyone has ever been dedicated to Hope, but the are [[Religious_crime#Idolatry|idolatrous]] cults associated with false gods that draw on hope to encourage faith in &amp;quot;higher&amp;quot; powers. &lt;br /&gt;
&lt;br /&gt;
Seemingly benign, this aura has also been referred to as Fortune or Fate and generally conveys that there are greater supernatural forces at work, and that these forces are benign and can be trusted. This seductive aura has been deemed by Synods past as being anathema to all the virtues for it discourages effort and striving by mortals. &lt;br /&gt;
&lt;br /&gt;
===Peace===&lt;br /&gt;
Another apparently benign aura, Peace has also been known as Tranquillity and Harmony. It is widely embraced in [[Axos]] where it is studied and promulgated as the false Virtue of Understanding. There was little evidence of support for Peace in the early Synod where it was deemed dangerous for promoting passivity and being in conflict with virtues such as Ambition, Courage, Pride, and Vigilance.&lt;br /&gt;
&lt;br /&gt;
At its worst, Peace promotes compromise in the face of the many challenges that confront, even threaten, the Empire. The restful nature of Peace auras is alluring and, some claim, mildly addictive, which is a quality that has been exploited by blasphemous cults.&lt;br /&gt;
&lt;br /&gt;
===Vengeance===&lt;br /&gt;
Like Hope and Fear, auras of Vengeance commonly occur spontaneously. The aura has been known to manifest in areas of sudden violence and, is often linked to hauntings. However, there are also cults dedicated to Vengeance, eager to recruit those who believe they have been wronged.&lt;br /&gt;
&lt;br /&gt;
In Faraden, the false Virtue of Justice is widely practiced where it is seen as [[Faraden#Faraden_Religious_Beliefs|one of the &amp;quot;Five Flames&amp;quot;]], a heretical notion that denies the seven true Virtues. The destructive auras of Vengeance were deemed unvirtuous by the early Synod for fuelling cycles of violence and goading citizens into action, often in defiance of Imperial law.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
*[[The Way|The Way of Virtue]]&lt;br /&gt;
*[[Imperial Theology]]&lt;br /&gt;
*[[Synod]]&lt;br /&gt;
*[[Religious skills|Religious Skills]]&lt;br /&gt;
*[[Recent history|Recent History]]&lt;br /&gt;
&lt;br /&gt;
* [[Eater-of-Hope]]&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:The Empire]]&lt;br /&gt;
[[Category:Auras]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=In_the_ground&amp;diff=136326</id>
		<title>In the ground</title>
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		<updated>2026-03-31T10:02:39Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;She&#039;s still there!&amp;quot; Rosie&#039;s voice was woven with wonder, outrage, fear, and excitement as she ducked back down below the window ledge. As she ducked, Jim rose up to peek through the window. Sure enough, the tall woman was still there down by the fence at the end of the road. She stood stock-still at the gate and would have been invisible in the gloaming dim had her skin not been so white it almost to glowed in the twilight.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Should we wake gramgram?&amp;quot; Rosie whispered. The siblings looked over to their great grandmother, snoozing in her rocking chair. Her ancient cat opened one eye balefully to stare at them then went back to sleep on her lap with all three legs in the air.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Best not,&amp;quot; said Jim after some thought. &amp;quot;Remember what mam said about gramgram needing her sleep.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;re not being rowdy tho,&amp;quot; disagreed his sister. &amp;quot;We&#039;re being haunted by a monster that wants to eat us!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rosie sounded more excited than frightened at the thought of being eaten by the figure at the gate. Jim peeked out again. She was still there.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;re we going to doooo?&amp;quot; whined Rosie. There were tears on the horizon if Jim didn&#039;t come up with something. He gave it a bit more thought. Friar Hulda always said that if in doubt, do something, because even if you do something wrong at least you&#039;ve found out what you shouldn&#039;t have done. Something like that, anyway. he&#039;d not really been listening.&lt;br /&gt;
&lt;br /&gt;
Resolved, he crept across the kitchen to the stove and ladled several generous portions of still-warm stew into a wooden bowl. After a great deal of whispered argument, he persuaded Rosie to slip into the pantry and pour some creamy milk into another bowl. Together they unlatched the kitchen door and cautiously snuck down toward the gate. Jim felt his sister&#039;s cold hand creep into his own, and decided to hold it for a little bit to help her feel safer.&lt;br /&gt;
&lt;br /&gt;
Close up, the woman was a good deal taller and even more unsettling to look at. Her face and hands bore intricate raised designs, like great-uncle James&#039; sailor tattoos only different. The hand resting on top of the gate did not have fingernails but rather bony claws. Her eyes were disturbingly bright yellow, set back into deep sockets, and her teeth were pointed, all of them, like a rats. Most unsettling of all were the metal spines jutting out of her cheeks. They looked rusted, and the skin around them was discoloured like old blood. As soon as she saw the siblings, she stood up even taller and leaned slightly forward, with an expression she may well have thought was reassuring but was in fact very much the opposite of that.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, children,&amp;quot; she said. Her voice was breathy, whispery, almost musical, but with an undertone that made Jim uneasy. &amp;quot;I thought I saw you peeking at me. So brave, to come down and meet me at the gate. Will you let me in? I have business with your greatmother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jim bit his lip, hard. He was a little worried he was going to wet himself, but he steeled his resolve and with a hand that barely trembled he held out the bowl of stew up toward the woman. He elbowed Rosie, and after a moment she remembered what she was meant to do. She offered the bowl of milk, which slopped a little over the side.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Would you like something to eat,&amp;quot; asked Jim. &amp;quot;And maybe something to wash it down with, you must be tired after your long journey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature&#039;s eye twitched, and the yellow colour darkened towards red. It ground its teeth, turning its head from side to side as it stared at the children. A long tongue the colour of an earthworm licked the bruised lips. Then it leant even further forward reaching over the fence with clawed hands towards Jim and his sister.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It does smell tasty,&amp;quot; she said, almost against her will. &amp;quot;Yes, I will accept this offering of warm meat and cold milk, children. And then you must let me come in.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can come in,&amp;quot; said Jim. Rosie gasped. The creature grinned, but his next words wiped the triumphant expression off its face. &amp;quot;And as our guest, you&#039;ll promise to be on your best behaviour?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why would you worry about something like that, little man?&amp;quot; The creature was trying to laugh it off, but Jim had been well trained by his gramgram. He didn&#039;t mistake a question for an agreement and stayed firm. Their pale visitor continued to glare at him, and then at Rosie who started to whimper slightly and moved closer to her brother. But she kept the bowl of milk extended and after a few unpleasant moments, the creature sighed and frowned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fine, fine then. Agreed. I will be the very model of a good guest, of course. I really must speak to your greatmother and &#039;&#039;as your guest&#039;&#039; I&#039;m sure you&#039;ll take me straight to her. Now hand over the meat and the milk, you awful mistrustful children.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The children moved a little closer and with awful speed their &amp;quot;guest&amp;quot; snapped the bowls out of their hands. Jim tried not to panic at the way her jaw distended as she poured first the stew, then the milk, into her mouth. Her writhing earthworm tongue slurped both bowls clean and then she dropped them at her side. Her eyes glowed like banked coals as she turned her attention back to the siblings, her unsettling smile now disturbingly wide and lazy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delicious.&amp;quot; she said. &amp;quot;And now it&#039;s time to let me come in and speak to your greatmother, boy. I don&#039;t have all night and my king is not a patient one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fingers shaking slightly, Jim reached towards the latch, raised it, and the gate slowly swung open. &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=standingstone.jpeg|align=right|caption=Few can argue that the true power of Marcher magic lies in its people and its land.| width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
[[The Marches]] are rarely numbered among the great magical powers of the Empire, but they are by no means deficient in that regard. Their [[landskeeper|landskeepers]] see to the wellbeing of the [[farm|farms]] and the [[Marcher household|households]], while [[The_Marches_magical_traditions#Mummers|mummers]] bring a little magic into the lives of villages and labourers, and the newly re-established [[smith]] tradition settles back into their old role of parley with the [[eternal|eternals]].&lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the smiths recovered an old boon - the ability once each year in Autumn to send a missive to an eternal in a manner reminiscent of [[Archmage#Plenipotentiary|plenipotentiary]]. &#039;&#039;&#039;Gemma Brightsmith&#039;&#039;&#039;, the current [[Stone Smith]] used that boon to contact [[Adamant]] and ask for his aid. Heralds of the &#039;&#039;Deep Dragon&#039;&#039; have duly responded, visiting the Marches to discuss the boons their master might offer.&lt;br /&gt;
&lt;br /&gt;
However Adamant is not the only eternal with an eye on the Marches as Autumn lengthens into Winter. A veritable army of supernatural soldiers belonging to the [[Tharim|Bound King]] of [[the Thrice-cursed Court]] camps out in [[Upwold]], and the attention of that dark monarch is very much on the Marches following the murder of one of his favoured servants. The slayer of &#039;&#039;Obligatus&#039;&#039; has been dealt with, but not without cost, and it seems that the &#039;&#039;Chained One&#039;&#039; is keen to express gratitude to the landskeepers he believes helped to ensure his particular brand of dark &amp;quot;justice&amp;quot; has been enacted.&lt;br /&gt;
&lt;br /&gt;
At the same time rambunctious [[Inhabitants of the realms#Heralds|heralds]] of [[Sadogua]] have swarmed to the Marches, especially [[Mournwold]], to take part in the annual [[The_Marches_culture_and_customs#Wassail|Wassail]] festivities. Ever since the Marcher assembly reassured the wizards of their nation that friendship with the &#039;&#039;Father of Bats&#039;&#039; was not an issue, the &#039;&#039;Globbersnotch&#039;&#039; seems keen to maintain that friendship. This season, his servants are particularly interested in the arts of the mummers, and in turn the &#039;&#039;Wyrm King&#039;&#039; offers his boons to those who practice the particularly Marcher take on the [[magical tradition]] of [[dramaturgy]].&lt;br /&gt;
&lt;br /&gt;
Three eternals, then, offering their aid, boons, and gifts. Each favours a different path of Marcher magic, one guided by obligation, the other two by a seeming desire to strengthen their relationship with the nation. What can go wrong?&lt;br /&gt;
==Better to Be the Hammer==&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Adamant has responded to a message from the Stone Smith of the Marches which seems to have the force of a plenipotentiary&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal offers three boons but only if the Eastern Guard is recommissioned or given over to him&lt;br /&gt;
* &#039;&#039;&#039;The current Stone Smith is Gemma Brightsmith&#039;&#039;&#039;&lt;br /&gt;
A month after the Autumn Equinox a visitor arrives at the [[Upwold#The Woldstone|Woldstone]] in [[Upwold]]; a messenger from the court of the [[Adamant|King Under the Mountain]]. Unlike the &#039;&#039;koboldi&#039;&#039; they are neither short nor scaled - they are a tall spindly figure that seems to be composed of unfired clay with eyes of yellow gemstone. Their robe seems to be of an impossible material - cut rock with the flexibility of cloth - and their voice causes the earth beneath their feet to rumble and shift. They bear a message for the [[smith|smiths]] at the nearby [[Stone Smith#Stone Smith&#039;s Workshop|workshop]]. Conversation is a little stilted at first, but with the aid of a fine Marcher [[The_Marches_hearth_magic#Food_and_Drink|meal]] and a half-pint of light beer, the herald and its mortal hosts begin to relax a little. &lt;br /&gt;
&lt;br /&gt;
It appears that Adamant was surprised to receive the words of the [[Stone Smith]] &#039;&#039;&#039;Gemma Brightsmith&#039;&#039;&#039;, delivered by the [[A_pinch_of_salt#An_Old_Legacy|peculiar creature]] &#039;&#039;Gull&#039;&#039;. The &#039;&#039;Stone King&#039;&#039; had thought that particular avenue of communication had faded from memory long, long ago. Yet the &#039;&#039;Dragon of the Deeps&#039;&#039; is nothing if not a traditionalist, and well prepared to honour agreements no matter how old they are. The herald - who calls itself &#039;&#039;Meon of the Chisel&#039;&#039; - asks several probing questions about where the smiths have been all this time, why they are back now, and what this might mean for the [[Realms#Summer|Summer realm]]. Apparently satisfied with the answers, it delivers its messages from its [[eternal]] liege over a plate of spiced apples and honey. &lt;br /&gt;
===Caveat===&lt;br /&gt;
* &#039;&#039;&#039;Adamant&#039;s aid is contingent on something being done about Eastern Guard in Upwold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal&#039;s price is that the Empire recommission the structure or concede it to the Deep Dragon&#039;&#039;&#039;&lt;br /&gt;
Adamant is prepared to offer aid to the new smiths and through them the people of the Empire. But there is one very significant caveat. The &#039;&#039;Impenetrable One&#039;&#039; is aware that for some reason the Imperial Senate has chosen to [[387YE_Summer_Solstice_Senate_sessions#Decommission_the_Eastern_Guard|decommission]] the fortress of [[Upwold#The_Eastern_Guard|Eastern Guard]] in [[Upwold]]. This is not something of which &#039;&#039;Wallshaper&#039;&#039; approves. Meon of the Chisel explains this at great, exhaustive length. Things should, says the herald, endure. Structures are built of stone so that they may last, and serve their purpose, and to see such an old and storied construction &amp;quot;mistreated&amp;quot; in such a way offends the sensibilities not only of their liege but also of Meon itself.&lt;br /&gt;
&lt;br /&gt;
If the Marchers want &#039;&#039;any&#039;&#039; assistance from Adamant in the matter of [[fortification]], then the smiths must prevail on the [[Senate]] to either recommission Eastern Guard along with assurances it will remain an enduring symbol of permanence and majesty, or else [[Powers_of_the_Imperial_Senate#Concedence|concede]] it to the &#039;&#039;Deep Dragon&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In the latter case, Adamant will take full custody of the historic structure. Meon says that if this happens, Adamant will send his &#039;&#039;koboldi&#039;&#039; to evaluate the structure and see how it might best be turned to his uses. There is some concern over this - some of the smiths point out that the &#039;&#039;King on the Stone Throne&#039;&#039; has offered significant aid to the [[Jotun]] in the past. Meon can offer few assurances beyond saying that his King is honourable and will not use Eastern Guard to harm the people of the Marches without very good reason.&lt;br /&gt;
&lt;br /&gt;
===Put Away My Labour===&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;Farstrider&#039;s Watch&#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; Fortification Improvement&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; Greensward, Mournwold&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; 130 white granite, 390 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; 1 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;Upkeep:&#039;&#039;&#039; standard (increases to 30 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; &lt;br /&gt;
* The commission must be announced by the Master of the Koboldi or the Imperial Master of Works&lt;br /&gt;
* The matter of Eastern Guard must be resolved before this can be commissioned&lt;br /&gt;
* An opportunity exists to replace some or all of the white granite with weltsilver and/or orichalcum&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;
* Improves Farstrider&#039;s Watch to a rank three fortification&lt;br /&gt;
* The bastion would be infused with adamant meaning that it could not be destroyed except by powerful magic&lt;br /&gt;
&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; Autumn 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;
* &#039;&#039;&#039;Adamant will offer aid to significantly improve the fortification of Farstrider&#039;s Watch&lt;br /&gt;
* &#039;&#039;&#039;The commission must be overseen by the Master of the Koboldi or the Imperial Master of Works&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to support the improvement using weltsilver and orichalcum&lt;br /&gt;
Meon begins by explaining that the &#039;&#039;Hammer of Feresh&#039;&#039; is a little unsure what aid the Marchers require with regard to [[Mournwold#Farstrider&#039;s_Watch|Farstrider&#039;s Watch]]. If they wish to use [[Summer magic]] to restore the recently reconquered fortress, can they not simply deploy the [[Hammers of the Brilliant Shore]]? It is a ritual in [[Imperial lore]] after all. Or, better yet, they could expand and reinforce the castle to better represent its key position in defending the [[Mournwold]] and the [[Singing Caves]]! Indeed, if the Marchers are truly committed to protecting the Mourn, Adamant is prepared to offer assistance to turn it into a truly [[Summer magic#Majesty|majestic]] castle that will cause pride to swell in the hearts of all Marchers who see it. &lt;br /&gt;
&lt;br /&gt;
There is one additional restriction on this offer; to benefit from the boons Adamant offers the [[Fortification#Improvement|expansion]] of the castle must be commissioned by either the [[Master of the Koboldi]] or the [[Imperial Master of Works]]. Provided it is commissioned by one of these two then with the aid of &#039;&#039;Wallshaper&#039;&#039;, improvement of the fortification would be completed in a year (assuming no further magic is used to speed it up further). The structure would be infused with &#039;&#039;adamant&#039;&#039; meaning that it would never collapse unless extremely powerful destructive magic were brought to bear against it.&lt;br /&gt;
&lt;br /&gt;
The eternal&#039;s offer remains open until the end of the Autumn Equinox 388YE. If it has not been commissioned by then, a future arrangement will need to be discussed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: &amp;quot;00px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=MarcFothergill.jpg|align=right|caption=Jonah John|width=210}}&lt;br /&gt;
{{CaptionedImage|file=MazWilberforce-Oli.png|align=right|caption=Mildred of Mumford|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
====Moon, Sun, and Stone====&lt;br /&gt;
* &#039;&#039;&#039;Adamant will provide some of the materials needed to improve Farstrider&#039;s Watch in return for weltsilver and orichalcum&lt;br /&gt;
Discussion of Farstrider&#039;s Watch ends with Meon explaining that Adamant has a certain respect for the [[mine|miners]] of the Mourn. As such  &#039;&#039;Worldcrafter&#039;&#039; is prepared to provide some of the materials needed to complete the work, but in return he desires precious metals - specifically pale [[weltsilver]] and glorious [[orichalcum]]. &lt;br /&gt;
&lt;br /&gt;
For every forty ingots of these two metals the Marcher smiths can provide, he will provider a wain of white granite wains to improve Farstrider&#039;s Watch. Indeed, in the unlikely event that the Marchers were able to gather 5,200 ingots the entire cost of the improvements would be covered by the eternal and only money and time would be needed. After discussion at the Stone Smith&#039;s Workshop, Meon proposes that the ingots be collected by the smiths and then given to the [[egregores|Marcher egregore]] - ideally &#039;&#039;Jonah John&#039;&#039; rather than &#039;&#039;Mildred of Mumford&#039;&#039; if only because the former is known as a particular supporter of the hillfolk of the Mourn. Meon in turn will collect the materials and take them to the Summer realm in exchange for the stone.&lt;br /&gt;
&lt;br /&gt;
This opportunity becomes available at the summit where the work is commissioned, and then each summit until a year has passed (so if the castle work were commissioned at the Winter Solstice, it would be possible to hand over metals until the end of the Autumn Equinox 388YE).&lt;br /&gt;
&lt;br /&gt;
===Fields of Gazing Grain===&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;Hall of the Kingfisher&#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; Fortification&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; Fisher&#039;s Rock, Bregasland&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; 150 white granite, 450 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; 1 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;Upkeep:&#039;&#039;&#039; standard&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;
* Must be commissioned by the Master of the Koboldi or the Imperial Master of Works&lt;br /&gt;
* The matter of Eastern Guard must be resolved&lt;br /&gt;
* Does not take the marsh penalty to labour&lt;br /&gt;
* Could incorporate a series of bulwarks to drain the marshes&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 a level 2 fortification in Bregasland&lt;br /&gt;
* The fort is infused with adamant and cannot be destroyed except by powerful magic&lt;br /&gt;
&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; Autumn 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;
* &#039;&#039;&#039;Adamant will help carve a mighty fortification out of Fisher&#039;s Rock&lt;br /&gt;
* &#039;&#039;&#039;Requires commission by the Master of the Koboldi or Imperial Master of Works&lt;br /&gt;
* &#039;&#039;&#039;Adamant will help transform Fisher&#039;s Rock into a potent fortification that is unbreakable and unsinkable&lt;br /&gt;
The &#039;&#039;Shaper of Mountains&#039;&#039; is also interested in the proposal to create a mighty fortification out of the place the Marchers call [[Bregasland#Fisher’s_Rock|Fisher’s Rock]]. Meon mentions that just like [[Bregasland#Graven_Rock|Graven Rock]], Fisher&#039;s Rock is a place that has been fortified by the power of the &#039;&#039;Liege Unbreakable&#039;&#039; in the past. The eternal is all in favour of seeing them rise gloriously into the future. &lt;br /&gt;
&lt;br /&gt;
As with Farstrider&#039;s Watch, if the Marchers wish Adamant’s aid in fortifying these places, then they will need to enlist the aid of the Master of the Koboldi - who is after all the go-between for the Empire and the servants of Adamant - or the Imperial Master of Works. Adamant seems to believe the Master is the Empire&#039;s pre-eminent expert on fortification construction, but on this point he may be mistaken, since the Master has the legal authority to improve fortifications but does not currently have the power to commission a new one.&lt;br /&gt;
&lt;br /&gt;
Rather than commission a typical fortification, the &#039;&#039;koboldi&#039;&#039; will help transform Fisher’s Rock into the &#039;&#039;Keep of the Kingfisher&#039;&#039;. The work would require 150 wains of [[white granite]], and only 450 crowns labour costs - the &#039;&#039;koboldi&#039;&#039; would undertake to transport materials as well as help build the thing removing the [[Commission#Marshes|additional labour costs]] for building in a marsh. The work would take a year to complete presuming the materials were provided and no additional magic used. &lt;br /&gt;
&lt;br /&gt;
When finished, the Keep of the Kingfisher would be a rank two [[fortification|fortification]]. The bastion would also be infused with adamant - making it as &#039;&#039;unbreakable&#039;&#039; as the [[Semmerholm#The_Adamant_Gate|Adamant Gate]] in eastern [[Semmerholm]]. It would also be &#039;&#039;unsinkable&#039;&#039; - even if the sea itself rose and drowned the [[Bregasland#North_Fens|North Fens]], the castle would remain an inviolate place of protection for those within its walls. &lt;br /&gt;
&lt;br /&gt;
This boon remains available until the end of the Autumn Equinox 388YE. If the commission has not begun by then, the boon will need to be renegotiated. Obviously this is somewhat problematic given the Empire does not currently control Bregasland - it is in the hands of the Jotun - but Meon does not seem overly concerned with this &amp;quot;technicality.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Water and Earth====&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;Dykes and Levies&#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; Great Work&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; Fisher&#039;s Rock, Bregasland&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; 75 white granite, 225 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; 1 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;Upkeep:&#039;&#039;&#039; standard&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;
* Must be commissioned by the Master of the Koboldi or the Imperial Master of Works as a single commission with the Hall of the Kingfisher&lt;br /&gt;
* The cost of the Hall would increase by 75 white granite and 225 crowns, but the work would be done at the same time&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Removes the marsh quality from Fisher&#039;s Rock&lt;br /&gt;
* Raises the level of investment in farms in Bregasland by one&lt;br /&gt;
&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; Autumn Equinox 388YE - or until another great work increasing investment in farms is commissioned in the territory&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;
* &#039;&#039;&#039;Adamant proposes to help drain parts of North Fens with a series of bulwarks connected to the Hall of the Kingfisher&lt;br /&gt;
* &#039;&#039;&#039;These additions would be incorporated into the commission of the Hall &lt;br /&gt;
* &#039;&#039;&#039;They would improve level of investment in farms in Bregasland&lt;br /&gt;
Meon raises her final point after extensive discussion of the Hall of the Kingfisher. Meon is of the opinion that marshes are a terrible waste of space; it is hard to build on them and almost impossible to mine. As part of the construction of the Hall, Adamant would provide aid to build a series of dykes, levies, and bulwarks at strategic locations around the North Fens to drain the marshes. The region would still be damp - but once the Hall of the Kingfisher was finished it would remove the [[Region_qualities#Marsh|marsh]] quality from the region allowing for future construction to be undertaken without additional labour costs. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Bregas Marshes.png|align=right|caption=Bregasland is a territory of small islands of abundantly fertile soil, surrounded by seemingly endless marshes where eels are caught.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
To take advantage of this offer, whoever commissions it would need to specify they wish to build the bulwarks as well. It would increase the cost to complete the Hall of the Kingfisher by another 75 wains of white granite and 225 crowns but with the aid of the eternal it would not add any extra time to the construction. &lt;br /&gt;
&lt;br /&gt;
Some of the smiths from other parts of the Marches are quite excited about this - if the land were drier it would surely provide tracts of fertile farmland. &lt;br /&gt;
The Bregas smiths are cautious, but Meon provides assurances that there would still &#039;&#039;be&#039;&#039; fens, there would just be more dry land making it easier to farm and easier to move around the territory. If the bulwarks were built alongside the castle, they would function as a [[great work]] increasing the level of investment in Bregasland farms by one. In conjunction with the existing Imperial Breadbasket every farm in the territory would provide an addition 72 rings each season (rather than 36 as it is at the moment). &lt;br /&gt;
&lt;br /&gt;
The construction cannot be attempted separately; if it is not included in the announcement that begins work on the Hall of the Kingfisher it will require future negotiation with Adamant to enact.&lt;br /&gt;
&lt;br /&gt;
===In the Ring===&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;Sealed Dolmen&#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; Ore Hills, Mournwold&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, 20 mithril, 210 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; 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;Upkeep:&#039;&#039;&#039; None&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 matter of Eastern Guard must be resolved&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;
* Significantly weakens curses targeted at the territory&lt;br /&gt;
* Costs every mana site in the Mournwold a crystal mana of production but provides a &#039;&#039;bronze dragonseye&#039;&#039; in its place&lt;br /&gt;
* Impacts the Happiston Fields and future mana crystal sinecure or great work by reducing crystal mana and providing bronze dragoneyes instead&lt;br /&gt;
&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; Autumn 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;
* &#039;&#039;&#039;Adamant expands on previous opportunities to offer his own brand of magical protection to the Marches&lt;br /&gt;
* &#039;&#039;&#039;The Closed Dolmen would reduce the effectiveness of curses laid over Marcher territories&lt;br /&gt;
Defence and fortification are not entirely about castles however. &#039;&#039;Meon of the Chisel&#039;&#039; muses that the &#039;&#039;[[This_land_is_your_land#Grateful_Dick|curse wards]]&#039;&#039; mentioned by the Stone Smith in her missive are a challenge but are certainly possible. Indeed, the &#039;&#039;Unshakable Foundation&#039;&#039; is arguably the &#039;&#039;best&#039;&#039; eternal to speak to about protecting lands from malign effects (or so Meon claims). The plans put together by the mortal &#039;&#039;Richard of Holberg&#039;&#039; are not going to work though - at least not with Adamant&#039;s help - because they are too steeped in &amp;quot;less reliable magics.&amp;quot; Yet the &#039;&#039;Master of the Endless Delve&#039;&#039; is no stranger to protective magic such as this. The cost would be considerable, but it would also cause [[Summer magic]] to infuse itself into the very soil around the stones themselves, which Meon suggests is &#039;&#039;surely&#039;&#039; a good thing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=trilithon.png|align=right|caption=Three standing stones, used to create a sealed gateway, are a powerful warding magic.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
A circle of [[The_Marches_hearth_magic#Dolmens|closed dolmen]] could be built with Adamant&#039;s assistance in the western [[Mournwold#Ore Hills|Ore Hills]] - as near the centre of the Mourn as possible. The ring would require 50 wains of white granite and 20 wains of mithril, as well as 210 crowns labour. It would take six months to complete. At the end of this time, it would infuse the territory with a little of the power of the &#039;&#039;Stone Potentate&#039;&#039;, and the resonance of [[Summer_magic#Adamant|adamant]]. As long as the dolmen stood, and remained closed, they would weaken any curse that affected the [[territory]]. The exact impact would depend entirely on the nature of the magic involved, and even the power of Adamant is not enough to completely cancel the effects of a curse.&lt;br /&gt;
&lt;br /&gt;
The sealed dolmen would draw power from the flows of mana through the territory - meaning they would also impact the [[mana site|mana sites]] of the Mourn. Every [[mana site]] in the territory would produce one fewer crystal mana each season. The crystals would still form, but rather than containing pure mana they would be touched by the majesty of Adamant and the Summer realm - specifically each site would produce a &#039;&#039;bronze dragonseye&#039;&#039;. Each dragonseye provides two crystal mana towards the performance of any Summer ritual that creates a personal enchantment. It would also impact the [[Keeper_of_the_Happiston_Fields#Happiston_Fields|Happiston Fields]], with the [[Keeper of the Happiston Fields]] losing three crystal mana and receiving two bronze dragonseyes in their place. Any other [[sinecure]] or [[great work]] creating crystal mana in the Mournwold would likewise produce less crystal mana, providing a &#039;&#039;bronze dragoneye&#039;&#039; in its place.&lt;br /&gt;
&lt;br /&gt;
As with other offers, the boon of the sealed dolmen remains until the end of the Autumn Equinox 388YE and if not commissioned by then, it will need to be renegotiated. Meon mentions that there is nothing to prevent Adamant helping to create similar dolmen in other Marcher territories - but that arranging a boon to assist with such things would require a separate [[Archmage#Plenipotentiary|plenipotentiary]] missive.&lt;br /&gt;
====Malediction and Masonry====&lt;br /&gt;
* &#039;&#039;&#039;The exact effects of the closed dolmens depend greatly on the nature and scale of the curse&lt;br /&gt;
* &#039;&#039;&#039;They would also offer protection against negative effects created by some enchantments&lt;br /&gt;
Curses can be quite unpredictable, but the smiths working with Meon have speculated about the likely outcome. Any curse that specifically targets the earth, soil, and stone of the Mournwold such as [[Naeve&#039;s Twisting Blight]] or [[Mountain Remembers Its Youth]] would have reduced mechanical impact - the damage to the production of [[farm|farms]], [[forest|forests]], and [[mine|mines]] would be halved. Other territory curses would have their effect on farms specifically halved, but otherwise likely have their normal mechanical impact. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;unanticipated consequences&amp;quot; of all such territory-wide rituals would be very much lessened. The powerful protective wards would be taken into account when looking at the &amp;quot;nature of the area and the current situation there&amp;quot; and inform the description and any arising winds of fortune appropriately.&lt;br /&gt;
&lt;br /&gt;
The wards proposed by Adamant do not discriminate; they would also activate to reduce the negative consequences of large-scale enchantments, if the outcome would be to cause significant harm to earth, stone, mines, forests, or farms.&lt;br /&gt;
&lt;br /&gt;
===Faith in the Stone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Marcher.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Assembly_Pride.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Assembly_Loyalty.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Opportunities exist to create true consecrations at the Hall of the Kingfisher or the improved Farstrider&#039;s Watch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These opportunities take advantage of the symbolism of these two places and their connection to Pride and Loyalty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Writs of Consecration would be needed as normal for creating an inspirational location&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Both proposals would only be fully effective if the appropriate opportunity were embraced&#039;&#039;&#039;&lt;br /&gt;
One of the attendees at the Stone Smith&#039;s Workshop is the former [[monk]] &#039;&#039;Thomas o&#039; the Woolpack&#039;&#039;. A sprightly seventy-year old, &amp;quot;Wooly Tom&amp;quot; found his calling as a smith only recently, but is an adept [[Crafting skills#Artisan|crafter]] of [[:Category:Reliquaries|reliquaries]] and [[:Category:Regalia|regalia]]. Inspired by the discussion with Meon, Thomas has apparently spoken with some of his old friends among the monasteries, and added a rider of his own to the offer of Adamant, one that builds on the offers with the power of Marcher virtue.&lt;br /&gt;
&lt;br /&gt;
Two of the proposals from the court of the Deep Dragon result in a sizable stone structure being created, one that will loom large in the minds of virtuous Marchers. Farstrider&#039;s Watch is already something of a place of pilgrimage for Marcher folk; it resonates strongly with the sacrifices made by Marcher soldiers to keep the Mourn safe. Likewise, Fisher&#039;s Rock in Bregasland has a recent history that has at its core questions of Marcher loyalty and unity.&lt;br /&gt;
&lt;br /&gt;
Thomas proposes that either or both of these places, were they commissioned, could be [[consecration|consecrated]] with [[true liao]] - following on from a successful [[writ of consecration]] in the appropriate assembly of course. Indeed, minor adjustments to the structures themselves could be made that would make this even more effective.&lt;br /&gt;
&lt;br /&gt;
Farstrider&#039;s Watch in the Mourn is a strong candidate for a place consecrated to [[Pride]], especially if it incorporated a shrine remembering the sacrifices of the [[Known_exemplars#Leaders_of_the_Ore_Hills_Rebellion|Ore Hills Rebels]] - [[386YE_Winter_Solstice_Synod_judgements#Judgement_5|recognised last year]] as exemplars. Work is already underway on [[Construct Rebellion&#039;s Ridge|Rebellion&#039;s Ridge]] which could be seen as a growing interest in these historical figures. Along with the stories of General Flowers, the castle&#039;s role in defending the Marches from the Jotun, and as a memorial to the pride of the oathsworn [[general]] of the [[Tusks]] army, it would be cemented as a place of pilgrimage. A properly consecrated [[Inspirational_location#Memorials|memorial]] for the rebellious miners would inspire their descendants to continue to seek political representation in the politics of the Mournwold; it would serve as a stopping-off point for those travelling to [[Friar_of_Honour%27s_Rest#Honour&#039;s_Rest|Honour&#039;s Rest]], provide boons to those preaching the virtue of Pride in the Marches, and it would provide an opportunity for the Mournwold to show its appreciation of the Tusks.&lt;br /&gt;
&lt;br /&gt;
Fisher&#039;s Rock is also an important symbol, this time relating to [[Loyalty]]. Bregasland has been riven by disputes between neighbours, and between those who embraced the separatist dogma of Mathilda Fisher and those who cleft to the Empire. The ripples of those disagreements are still being felt in the western Marches. For all their faults the Fishers were loyal to one another, for all that their understanding of virtue was clearly warped by their time among the Jotun. Thomas o&#039; the Woolpack suggests that the place could become a fine site for a consecration dedicated to that most Marcher of Loyalty exemplars, [[Bolstering Bill]]. Again the commission would include a space set aside to serve as a shrine to those who support their fellows rather than tear them down. The keep would be a place of pilgrimage, and reinforce that the Marches will not neglect Bregasland nor treat them as outsiders. It would remove the [[Bregasland#Rebellious|rebellious]] quality, provide boons to anyone preaching the virtue of Loyalty in the Marches, and grant the Bregas the [[opportunity]] to show their appreciation for the Strong Reeds. &lt;br /&gt;
&lt;br /&gt;
Obviously there is nothing to prevent the Marcher assembly working with the Pride assembly to consecrate Farstrider&#039;s Watch as it stands, or with the Loyalty assembly to create a shrine for Bolstering Bill in Bregasland. In theory, the Synod could consecrate a hole in the ground if they chose to. But the [[Edifice#Grandeur|grandeur]] of these huge structures Adamant has proposed is what makes either site ideal for this. Consecrating a smaller fortification simply would not have the same impact.&lt;br /&gt;
&lt;br /&gt;
The proposals by Adamant allow for major rebuilding work and all that would be required to incorporate suitable shrines for the Ore Hills Rebels in Farstrider&#039;s Watch, or for Bolstering Bill in the Keep of the Kingfisher, would be a note to that effect in the commission.&lt;br /&gt;
&lt;br /&gt;
===A Dragon&#039;s Gift===&lt;br /&gt;
* &#039;&#039;&#039;The Stone Smith may receive a schema from Adamant in return for ten rings of ilium&lt;br /&gt;
* &#039;&#039;&#039;The boon must be claimed before the end of the Winter Solstice&lt;br /&gt;
In honour of past times, and in recognition that the Marcher smiths are again in the Marches, Adamant offers them an unexpected boon if they wish to accept it. In return for ten rings of ilium, Adamant will forge a [[Magic_items#Schema|schema]] for the smiths&#039; use, allowing anyone who studies it to master the creation of something Meon calls the &#039;&#039;Ring of the Dragon&#039;&#039;. This [[:Category:Foci|magic focus]] can be invoked once each day by a ritual magician versed in [[Magical_skills#Realm_Lore|Summer lore]] to improve their ability to wield [[Summer magic]]. Meon stresses that it is a gift for &#039;&#039;the Marches&#039;&#039;, not for the Empire, in memory of times gone by. Adamant would be displeased if the schema became part of [[Imperial lore]] or was incorporated into [[Runesmith&#039;s Law]] but .&lt;br /&gt;
&lt;br /&gt;
To claim the schema, the [[Stone Smith]] must bring the ilium to the [[Regio#The_Imperial_Regio|Imperial regio]] by the end of the Winter Solstice and invoke the [[operate portal]] spell, either personally or from an object such as a [[Pauper&#039;s Key]]. They will receive the schema in return.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Ring of the Dragon====&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; You must have the magician skill to bond to this item.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Once per day you may use this ring to gain one additional [[Magical skills#Realm Lore|rank]] of Summer lore for the purposes of performing a single ritual, subject to the [[Realm_Lore#Gaining_additional_ranks|normal rules for effective skill]].&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; While wearing this ring you feel larger than life - bigger and sturdier than you actually are - as if your bones were made of stone.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a Ring of the Dragon requires nine ingots of orichalcum, six measures of iridescent gloaming, and three ingots of green iron. It takes one month to make one of these items.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Click to expand for details of the &#039;&#039;Ring of the Dragon&#039;&#039;.&lt;br /&gt;
{{CaptionedImage|file=Tharim 001.jpg|align=right|width=200}}&lt;br /&gt;
==Stones in the Soil==&lt;br /&gt;
* &#039;&#039;&#039;The knights of Tharim remain in Upwold&lt;br /&gt;
* &#039;&#039;&#039;The Conclave has agreed that the injured farm owners of the territory deserve compensation from the Bound King&lt;br /&gt;
* &#039;&#039;&#039;With the aid of the landskeepers, Tharim&#039;s knights have provided Heart&#039;s Blood to farmers whose crops were damaged &lt;br /&gt;
The [[Tharim]] has an odd relationship with the Marches; his [[Upon_a_midnight_dreary#Scour_(Tharim)|knights]] are in [[Upwold]] at the moment having gone there to find the killers of his herald Obligatus. He is also the patron of the [[Mitwold#The_Pale_Chain|Pale Chain]] in [[Mitwold]], the standing stone that apparently keeps an ancient evil trapped deep beneath the ground. His &amp;quot;friendship&amp;quot; has proved to be something of a two-edged blade already; his knights &amp;quot;help&amp;quot; in hunting down the servants of [[Agramant]] left more than a little damage to Mitwold [[farm|farms]]. The commander of Tharim&#039;s troops, &#039;&#039;Lord-Captain Catenatus&#039;&#039;, dealt with furious complaints from the Marchers by indicating that the Bound King has empowered them to offer compensation for any damage done - if the [[Conclave]] thought it was merited. The [[Archmage of Winter]] raised the [[Alignment#Acceptance|appropriate declaration]], and Imperial magicians agreed that [[387YE_Autumn_Equinox_Conclave_sessions#Acceptance:_Compensate_Upwold_Farmers|compensation was merited]]. As such every farm owner in the territory has received a pawn of [[vis#Heart&#039;s Blood|Heart&#039;s Blood]] from the knights of Tharim, distributed with the aid of the Upwold [[landskeeper|landskeepers]]. &lt;br /&gt;
&lt;br /&gt;
As Winter grows deeper, and the [[Jotun]] advance across Mitwold, a herald of Tharim named &#039;&#039;Poena&#039;&#039; - one of the colleagues of Obligatus who apparently [[Hunters_and_wolves#In_the_Copse_of_the_Bone_Birch|arrived alongside him]] in the Empire six years ago - visits the [[Keeper_of_the_Golden_Fields#The_Silent_Giant|Silent Giant]] apparently looking for &#039;&#039;&#039;Nicolas Reaper&#039;&#039;&#039; (the [[Keeper of the Golden Fields]]) and the rest of the Upwold landskeepers. Poena takes the form of a tall, dangerous looking woman with bone-white skin marked with raised cicatrixes and iron spines across her cheekbones. She bears news of certain boons offered by Tharim to his &amp;quot;Marcher friends&amp;quot;, especially those Landskeepers who are charged with keeping the Marches safe and prosperous. They are also offered in recognition of the fine [[Tribute to the Thrice-Cursed Court|tribute]] that magicians of the Marches have provided to Tharim (and the Court presumably), including several one-of-a-kind objects that were especially appreciated.&lt;br /&gt;
===Tribute&#039;s Blade===&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;&amp;lt;big&amp;gt;Blade of Petition&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;These magical foci always take the form of daggers or one-handed bladed weapons. They must be used in a specific way: used to shed blood as part of a ritual performance. It is a good idea for a magician to be familiar with the dangers of [[blood magic]] before employing them. They grant the user an additional rank of Winter Lore for purposes of casting Tribute to the Thrice-cursed Court, Petrifying Command of the Tyrant, and Pallid Flesh of the Dead King.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;During the Winter Solstice Marcher Tribute to the Thrice-cursed court can be used to secure a &#039;&#039;Blade of Petition&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ritual must target a magical dagger or one-handed weapon bonded to a landskeeper&lt;br /&gt;
The &#039;&#039;Bound King&#039;&#039; is apparently pleased with the help rendered by the Marcher landskeepers in pursuit of the murderers of Obligatus. As such he proffers a simple, personal boon - a &#039;&#039;Blade of Petition&#039;&#039;. These blades are magical [[:Category:Foci|foci]] given as boons of Tharim, and provide aid to castings of &#039;&#039;Tribute to the Thrice-cursed Court&#039;&#039;, [[Petrifying Command of the Tyrant]], and [[Pallid Flesh of the Dead King]] provided the wielder first offers a &amp;quot;minor tribute&amp;quot; to the eternal.&lt;br /&gt;
&lt;br /&gt;
To claim a &#039;&#039;Blade of the Petitioner&#039;&#039; a landskeeper needs to perform or secure the aid of a Marcher coven capable of performing, Tribute to the Thrice-cursed Court. The ritual must target a [[magic items|magical]] [[:Category:daggers|dagger]] or [[:Category:One-handed Weapons|one-handed blade]], placed in a container alongside one measure each of [[beggar&#039;s lye]] and [[dragonbone]], and an ingot of [[weltsilver]]. The magic item must also be [[create bond|bonded]] to a landskeeper. If all this is done correctly, then in place of the [[Vis#Heart&#039;s Blood|usual reward]] for the ritual, Tharim will return the weapon with a valuable new property - transforming it into a &#039;&#039;Blade of Petition&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Bound King&#039;&#039; stresses that &#039;&#039;only&#039;&#039; landskeepers can claim this gift, although what they do with the blade once they have it is not his concern. Poena stresses that while it is sure no landskeeper would be greedy enough to try and secure more than one &#039;&#039;Blade&#039;&#039;, any foolish enough to do so must expect punishment for their temerity. Also, any attempt to send the focus &#039;&#039;back&#039;&#039; to Tharim through the &#039;&#039;Tribute to the Thrice-cursed Court&#039;&#039; will receive nothing, and risks angering the Court.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Only a character with the landskeeper [[archetype]] can gain one of these magical foci. The phys-rep for the dagger or knife used as the target of the ritual is returned with a new ribbon attached, which expires normally (just before the Winter Solstice 388YE). The &#039;&#039;Blade of the Petitioner&#039;&#039; functions as any other [[:Category:Foci|focus]] with regards to things such as [[Magic_items#Bonded_Items|bonding]] and the [[Magical_skills#Gaining_additional_ranks|normal rules for effective skill]].&lt;br /&gt;
===Watcher&#039;s Tomb===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Bitter Salt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Bitter Salt is a coarse, granular, crumbly powder. You&#039;ll need to provide your own physrep - the ideal would be a mix of salt an ashes in a small pouch. It takes the form of a ribbon that is activated on use with the assistance of a referee. Using it requires a short ritual performance in which the ashes are mixed with fresh blood and used to daub the Naeve rune on the forehead of the recipient. They then receive an enchantment - &#039;&#039;Warder at the Tomb Gate&#039;&#039; - that follows all the usual rules for enchantment.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;During the Winter Solstice, Tribute to the Thrice-cursed Court can be used by Marcher magicians to secure a dose of Bitter Salt&lt;br /&gt;
* &#039;&#039;&#039;The ritual must target a newly crafted magic item that is bonded to a landskeeper&lt;br /&gt;
During the Winter Solstice any Marcher coven may offer a specific tribute to [[the Thrice-cursed Court]] and receive their aid in return. They must cast the &#039;&#039;Tribute to the Thrice-cursed Court&#039;&#039; ritual on a &amp;quot;pristine&amp;quot; item - one that has only recently been completed (a new [[magic items|magic item]] that expires before the start of the Winter Solstice 388YE). The item must be [[create bond|bonded]] to a landskeeper, and three one ring coins placed in the container alongside it. Instead of the usual vials of [[Vis#Heart&#039;s_Blood|heart&#039;s blood]], they will receive a &#039;&#039;Pouch of Bitter Salt&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bitter Salt&#039;&#039; can be invoked at the [[Regio#Imperial regio|Imperial regio]] as part of a two-minute ceremony, following the rules for [[Rituals#Performing_a_Ritual|ritual performance]], that involves mixing the ashes with freely donated blood and using them to mark the rune [[Naeve]] on the forehead of a warrior-captain. This will release an [[enchantment]] - a boon of the Thrice-cursed - that will flow through the target to infuse the soldiers over who they have dominion (their [[military unit]]).&lt;br /&gt;
&lt;br /&gt;
The enchantment is a version of a ritual Poena calls &#039;&#039;Watchers at the Tomb Gate&#039;&#039; and provides an additional five ranks of strength to a military unit that undertakes a [[Military_unit#Guarding|guarding]] action. While their soldiers are enchanted the captain also experience a roleplaying effect: &#039;&#039;you expect respect and deference from those you protect; its easy to become angry and even violent when face with failure to recognise your contribution to the safety of those you guard.&#039;&#039; The captain is also marked by the Thrice-cursed Court, something that can be determined through use of the [[detect magic]] spell. If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on a target of one of these rituals, it will reveal that they bear a &amp;quot;&#039;&#039;mark of chains&#039;&#039;&amp;quot; as well as whatever personal enchantment they might be under (if any).&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;A Reminder About Enchantments&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;It&#039;s important to note with both the &#039;&#039;Wrath&#039;&#039; and &#039;&#039;Rage&#039;&#039; boons that an enchantment &#039;&#039;cannot&#039;&#039; be removed prematurely without casting a different enchantment, or allowing the duration (until the start of the next Profound Decisions event) to expire. It&#039;s not possible to just give up the enchantment - meaning it is much more likely that someone with one of these boons will be detected.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tharim presumes this can be used to help defend Mitwold against the Jotun, by garrisoning [[Mitwold#Forte_Fidelis|Forte Fidelis]], but as with his other boons he is broadly unconcerned what the power is used for.&lt;br /&gt;
&lt;br /&gt;
===Sorrow&#039;s Cost===&lt;br /&gt;
* &#039;&#039;&#039;During the Winter Solstice, Tribute to the Thrice-Cursed Court can be used to secure a rare arcane projection calling on Tharim&#039;s power&lt;br /&gt;
* &#039;&#039;&#039;The ritual must target an artefact or item hallowed with true liao and must be performed by a landskeeper or a coven containing a landskeeper&lt;br /&gt;
Poena also speaks of a major boon indeed, one rarely offered by Tharim, that he will grant to the landskeepers of the Marches. In recognition of its rarity and power, it comes at a significantly higher price. In return for an actual [[Magic_items#Artefacts|artefact]] or for an item that has been [[hallow|hallowed]] with [[Liao#True Liao|True liao]] sent via &#039;&#039;Tribute to the Thrice-cursed Court&#039;&#039; by a Marcher coven containing a landskeeper, Tharim will provide an [[arcane projection]] of a ritual his herald calls &#039;&#039;Blades of Rust and Sorrow&#039;&#039;. This is an enchantment of [[Winter magic]], of magnitude one hundred and twenty, that can be performed on a [[general]] to infuse their entire [[army]] with the blessings of the Thrice-cursed Court. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blades of Rust and Sorrow&#039;&#039; makes the soldiers cold, cruel, and vicious and adds the resonances of [[Winter magic#Hunger|hunger]] and [[Winter magic#Punishment|punishment]] to their blades. This provides an effective four thousand extra force, but only for purposes of inflicting casualties. As with the boon of &#039;&#039;Warder of the Tomb Gate&#039;&#039;, as long as the enchantment persists the general bears the &#039;&#039;mark of chains&#039;&#039;, which can be discerned with [[detect magic]]. Again, the expectation is that this will be used to help fight the Jotun but actually Tharim doesn&#039;t really care where it is used.&lt;br /&gt;
&lt;br /&gt;
The landskeepers have explicit permission from Tharim to use the enchantment if they want, or to have it codified at one of the Empires [[college of magic|magical colleges]] if they want to use it more freely. There is an [[Eternals_and_rituals#Assurance_and_Stipulation|assurance]] attached of course - the ritual loses all power if the [[Mitwold#The_Pale_Chain|Pale Chain]] is ever moved or destroyed, or the ward it creates is pierced or removed.&lt;br /&gt;
&lt;br /&gt;
There is however one pressing consideration which is that [[385YE_Autumn_Equinox_Conclave_sessions#Interdiction_:_Savagery_of_Armies|two years ago]] the [[Conclave]] [[interdiction|interdicted]] the practice of &amp;quot;&#039;&#039;making armies savage&#039;&#039;&amp;quot; at the [[Hierarchs_of_sea_and_sky#The_Key_of_Commitment|urging]] of the eternal [[Zakalwe]]. Just from the description alone it seems likely that &#039;&#039;Blades of Rust and Sorrow&#039;&#039; would fall afoul of this (and as a ritual not in [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] the magistrates would be charged to confiscate any arcane projection for such an effect). Poena does not consider this to be an issue, and presumes the landskeepers will easily be able to sort this out if they want Tharim&#039;s boon.&lt;br /&gt;
&lt;br /&gt;
===Limited Opportunities===&lt;br /&gt;
* &#039;&#039;&#039;These boons are only available during the Winter Solstice but once received will endure for the usual duration&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are only available via Tribute to the Thrice-cursed court rituals cast by Marcher covens&lt;br /&gt;
* &#039;&#039;&#039;They require the aid of a landskeeper to claim&lt;br /&gt;
These boons are only available during the Winter Solstice, and rely on the participation of a landskeeper (explicitly in this case a character with the [[landskeeper]] [[archetype]] recorded on the database). Magicians of other nations can make use of the blade, salt, or arcane projection if they are provided with the item, but the boons can only be secured if [[Tribute to the Thrice-Cursed Court]] is cast in the specified ways by Marcher magicians with the aid of a landskeeper.&lt;br /&gt;
{{CaptionedImage|file=Sadogua001d.webp|align=right|width=200}}&lt;br /&gt;
==Friendship is an Arrangement==&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Sadogua have again attended wassail across the Marches&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Father of Bats is particularly taken with the Marches&#039; mummers&lt;br /&gt;
Serious matters may be under discussion in Upwold, but in the rest of the Marches - even places under threat by the Jotun - there is a slightly more convivial atmosphere at least while Wassail is going on. [[Patterns_of_fairytales#A Grand Wasssail|Last year]], heralds of Sadogua were invited to attend the seasonal [[Wassail]] in the Marches. This year, they&#039;ve turned up again, and thrown themselves into the celebrations with just as much gusto. After the Autumn Equinox some very odd creatures turn up throughout Mitwold, Upwold, Mournwold, and even Bregasland (where wassail is understandably a little more subdued than usual). &lt;br /&gt;
&lt;br /&gt;
Many of the visiting creatures take on the guise of [[The_Marches_magical_traditions#Mummers|mummers]]. Some form their own troupes while others turn up to audition for existing bands. They are reasonably well behaved, albeit excitable, full of fun, and free with the minor magics heralds of the &#039;&#039;Globbersnotch&#039;&#039; enjoy. They bring their own masks and costumes, and are adept at playing comedic roles and participating in the [[Dramaturgy#The_Chorus|Chorus]]. Their presence is accompanied by a dramatic increase in the number of bats seen at twilight, as well as a  number of encounters with friendly and talkative black cats of unusual size across the Marches. Some of these creatures wear, or are interested in acquiring, delightful little hats.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Toad King&#039;&#039; again offers a small boon to the folk who have proved so welcoming to his heralds. During the Winter Solstice, any Marcher farm that is enchanted with [[Blessing of New Spring]] but does &#039;&#039;not&#039;&#039; use any [[Mushroom,_mushroom,_mushroom#Blessing_of_Old_Winter|whisperspore]] will grow a circle of &amp;quot;friendly&amp;quot; black mushrooms somewhere within its bounds. If they are collected on the night of the new moon and squeezed dry, they&#039;ll produce one of two 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. Sadogua understands if his Marcher friends prefer to accept the unpredictable and chaotic boons of &#039;&#039;[[Llofir|Old Toadstool Head]]&#039;&#039; instead, but his heralds cannot conceal the fact that the &#039;&#039;Black Wyrm&#039;&#039; is a little narked that Spring eternals are &#039;&#039;once again&#039;&#039; interfering with his attempt to do something nice for his friends in the Marches.&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 and drink - both that provided by their hosts, and supplies they have brought with them out of the Forests of the Night - and for enthusiastically discordant singing and dancing.&lt;br /&gt;
&lt;br /&gt;
Like their master, the heralds of Sadogua favour magicians (and potential magicians) over more mundane folk. In particular, any Marcher character of the [[mummer]] archetype can choose to have performed alongside one of the heralds of Sadogua who attended the Wassail. The experience is surprisingly intense; it is easy to lose oneself entirely in ones role when playing alongside the heralds. Players are encouraged to make up stories of a wild nights of revelry, minor magical side-effects of the play performed, and of losing time and waking up three days later upside down in a haystack or pigpen.&lt;br /&gt;
===Masks and Mummery===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 300px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Aliss Laugh.jpg|Aliss Cry.jpg|300px|Caption1|Caption2|Caption3|Caption4|Caption5|Caption6|The role of the fool is an important one}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sadogua offers a boon to Marcher mummers during the Winter Solstice&lt;br /&gt;
In all the excitement, the heralds almost forget the other matter. Sadogua offers a small boon to the mummers of the Marches if they want it, partly based on his appreciation for the fine work done by &#039;&#039;Goatsbridge Coven&#039;&#039;, the &#039;&#039;Maidstone Mummers&#039;&#039;, &#039;&#039;Mummering Hive&#039;&#039;, and their fellows. During the Winter Solstice, any mummer can pop along to the Imperial regio with a bag containing twenty measures of [[iridescent gloaming]] and [[dragonbone]] in any combination, along with one of their masks. If they use [[operate portal]] to throw it through to Sadogua, he&#039;ll provide them with a little present to show his appreciation of their work - either a &#039;&#039;Mask of the Gambler&#039;&#039; or a &#039;&#039;Mask of the Seamstress&#039;&#039;. They can pick whichever one they want by sending him a [[Missive for Sadogua|Missive]] (either personally or by getting a friendly Marcher magician to do it). Provided this is done before midnight on the Saturday of the event, he&#039;ll refashion their mask by the end of the Summit.&lt;br /&gt;
&lt;br /&gt;
When asked what the difference is between a &#039;&#039;Mask of the Gambler&#039;&#039; and a &#039;&#039;Mask of the Seamstress&#039;&#039;, the heralds provide contradictory explanations that rapidly get derailed into talk of other magical topics. They are confident that the masks are something to do with the &#039;&#039;[[Dramaturgy#The Personae|scions of mummery]]&#039;&#039; as they term them. They think the masks are useful even to folk who don&#039;t practice Night magic - although why anyone would want to spend too much time studying realms other than Night, they can&#039;t imagine - and that they&#039;ll last about a year (just like any other [[magic items|magic item]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Out of character, the ribboned mask will be available to be picked up from GOD on Sunday morning by the mummer who provided the ingots and measures. In- character the mask is being delivered to your bedroom by a small flock of cheerful bats. Any items that aren&#039;t picked up by Time Out on Sunday will go into lost property after the event.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Smith]]&lt;br /&gt;
* [[Landskeeper]]&lt;br /&gt;
* [[Mummer]]&lt;br /&gt;
* [[Stone Smith]]&lt;br /&gt;
* [[A pinch of salt]] - 387YE Spring Wind of Fortune introducing the Stone Smiths Workshop and the recovery of the ancient tradition&lt;br /&gt;
&lt;br /&gt;
* [[Adamant]]&lt;br /&gt;
* [[Tharim]]&lt;br /&gt;
* [[Sadogua]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=136277</id>
		<title>Wiki Updates</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=136277"/>
		<updated>2026-03-28T23:22:55Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This is a list of significant updates to the wiki. We try to keep it as up to date as possible, in the hope it will be a more useful reference than the [[Special:RecentChanges|recent changes]] page which lists every spelling correction and formatting change. &lt;br /&gt;
&lt;br /&gt;
By its nature, this page will be regularly updated, so when you visit the wiki try checking here first. However, please keep in mind this is a manually updated page, so it may be a little behind the actual updates. We tend to make an entry on this page once an update is finalised - so if something has changed and hasn&#039;t been mentioned here it&#039;s possible that the changes are not yet complete.&lt;br /&gt;
&lt;br /&gt;
In early 2022, we moved all entries on this page prior to 2019 to the [[Archive:Wiki_updates_to_2018|previous wiki updates]] page in the Archive namespace as detailed in [[#Archiving Wiki Updates|Archiving wiki updates]]. We did this again in 2024, moving updates prior to 2021 to the same page.&lt;br /&gt;
===Multiple Great Works===&lt;br /&gt;
* &#039;&#039;&#039;26/03/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Great_work#Multiple_Great_Works|great work]] page that reflects the fact that multiple great works in a territory affecting a single resource become more expensive. It&#039;s now not possible to commission a great work that affects the same resource until an existing commission is completed, abrogated, or lapses, without a specific [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
==Litany of the Labyrinth==&lt;br /&gt;
* &#039;&#039;&#039;26/03/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve explicitly added [[Voice for the dead]] to the effects that the [[Litany of the Labyrinth]] will affect.&lt;br /&gt;
&lt;br /&gt;
==Garden of Teth-Anon==&lt;br /&gt;
* &#039;&#039;&#039;03/03/2026&#039;&#039;&#039;&lt;br /&gt;
We have added an [[Ritual_theory#Agreement|assurance]] to the [[Garden of Teth-Anon]]. This follows the assurances added last year, which can be found in the [[#Assurances|Assurances]] entry.&lt;br /&gt;
&lt;br /&gt;
==Assailing Forts==&lt;br /&gt;
* &#039;&#039;&#039;04/02/2026&#039;&#039;&#039;&lt;br /&gt;
In line with our new fortification changes we&#039;ve edited the [[Highest_discipline#Technique_of_the_Transcendent_Claw|Technique of the Transcendent Claw]], and explained how the &#039;&#039;Onrushing Storm&#039;&#039; order works under the new rules. We&#039;ve also made edits to the way the [[Army qualities#Siege|Storm the Walls]] and [[Army qualities#Engineer|Dig In]] orders work.&lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
* &#039;&#039;&#039;03/02/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some significant changes to the way [[fortification|fortifications]] work in the military campaign. The fortification page has been extensively edited; fortifications are now split into a [[fortification#bastion|bastion]] that represents the physical fortification, and a [[fortification#Garrison|garrison]] that represents the soldiers who defend it. In the process, we&#039;ve removed the citadel commission. There is a [[Rules update 2026#Fortifications and Citadels|rules update]] that discusses the changes in more detail.&lt;br /&gt;
&lt;br /&gt;
At the same time, we&#039;ve made changes to several rituals that interact with fortifications. This includes:&lt;br /&gt;
* [[Hammers of the Brilliant Shore]] and [[Stalwart Stand on Solid Ground]] explicitly affects only the bastion of a fortification.&lt;br /&gt;
* [[Stone&#039;s Unyielding Defiance]] and [[Ramparts of Ashlar]] provide additional force to the garrison of a fortification&lt;br /&gt;
* [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] affect both the bastion and the garrison, and how their damage is inflicted has been adjusted slightly.&lt;br /&gt;
* The &#039;&#039;Wolves of Winter&#039;&#039;, a ritual not in Imperial Lore, provides additional strength to the garrison of the enchanted fortification, but &#039;&#039;only&#039;&#039; for purposes of inflicting casualties.&lt;br /&gt;
* The four &amp;quot;citadel&amp;quot; rituals - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]], [[Dripping Echoes of the Fen]], and [[The Basalt Citadel]] have been changed significantly, and each provides different benefits.&lt;br /&gt;
&lt;br /&gt;
Some of the rituals have also had their magnitude adjusted. We&#039;re currently still assessing existing fortifications, and outstanding opportunities and will update them as we go.&lt;br /&gt;
&lt;br /&gt;
==Dadford Road Exit Plan==&lt;br /&gt;
* &#039;&#039;&#039;09/09/2025&#039;&#039;&#039;&lt;br /&gt;
There are new instructions for when you are [[Dadford_Road_Campsite#Departure|exiting Dadford Road campsite at the end of this final event]]. Please make sure you follow the instructions carefully to save time for you and everyone else!&lt;br /&gt;
&lt;br /&gt;
==Chimes of Annulment==&lt;br /&gt;
* &#039;&#039;&#039;08/09/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the duration of effect for [[Chimes of Annulment]] from one minute to ten minutes. The previous short duration left too little margin for error to make it an appealing option on battles. The new time is designed to be difficult - but more achievable. The recent conjunctions involving the Lock and the Key provide an IC justification for the change if one is needed.&lt;br /&gt;
&lt;br /&gt;
==Varushka Embroidery and Weaving==&lt;br /&gt;
* &#039;&#039;&#039;08/09/2025&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[Varushka_culture_and_customs#Embroidery_and_Weaving|Varushka culture and customs]] page with an entry on embroidery and weaving, following the completion of the Great Hall of Fabric Arts in Delev.&lt;br /&gt;
&lt;br /&gt;
==Sodality Limitations==&lt;br /&gt;
* &#039;&#039;&#039;05/09/2025&#039;&#039;&#039;&lt;br /&gt;
We have changed the [[Imperial_sodality#Limitations|limitations on titles appointed by Imperial sodalities]]. If they elect a national position it must be revocable by the relevant national assembly. &lt;br /&gt;
&lt;br /&gt;
==Walls of Holberg==&lt;br /&gt;
* &#039;&#039;&#039;23/08/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve fixed an error in the database for the location of the Walls of Holberg. The city of Holberg is in the region of Holfried - which is where the walls are canonically - not neighbouring Holmauer (which was once walled, but the walls were long since destroyed by the Druj).&lt;br /&gt;
&lt;br /&gt;
==Detect Magic==&lt;br /&gt;
* &#039;&#039;&#039;07/08/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the Discern Arcane Mark effect of [[detect magic]] to instead be [[Detect_magic#Discern_Mark|Discern Mark]]. We have made clear that it also functions to identify when the casting magician shares a [[Mark of Fellowship]] with the target.&lt;br /&gt;
==Rewarding==&lt;br /&gt;
* &#039;&#039;&#039;20/07/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some updates to the [[judgement]] of [[Rewarding]]. It explains how the virtue fund relates to wains of mithril, weirwood, and white granite and discusses more ways the judgement can be used.&lt;br /&gt;
==Rule of Risk and Reward==&lt;br /&gt;
* &#039;&#039;&#039;16/07/2025&#039;&#039;&#039;&lt;br /&gt;
As referenced in the &#039;&#039;&#039;[[Beat of your drum#Lyceum|Beat of your drum]]&#039;&#039;&#039; wind of fortune, researchers at the Lyceum have discovered a way to add additional targets to this ritual.&lt;br /&gt;
==Sum of the Parts==&lt;br /&gt;
* &#039;&#039;&#039;16/07/2025&#039;&#039;&#039;&lt;br /&gt;
As referenced in the &#039;&#039;&#039;[[Beat of your drum#Lyceum|Beat of your drum]]&#039;&#039;&#039; wind of fortune, it is not necessary when casting [[Sum of the Parts]] for the three additional participants to take damage. Supporting the target with words of encouragement or similar roleplaying is sufficient to power the ritual effect.&lt;br /&gt;
==Sun Chamber==&lt;br /&gt;
* &#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&lt;br /&gt;
We have added a new sodality - the [[Sun Chamber]] to the game. This is a powerful [[Imperial sodality]] whose membership is restricted to citizens aged 14-18. The aim is to directly address the fact that Empire can be a very inaccessible game for players before they turn twenty. The new sodality exists to help members gain positions of power and influence in the Empire and encourage members to approach existing problems in new ways.&lt;br /&gt;
&lt;br /&gt;
==Secrets of the Empty Heart==&lt;br /&gt;
* &#039;&#039;&#039;25/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the ritual [[Secrets of the Empty Heart]] to make it explicit that you can use the special ability granted by the [[enchantment]] even if you are under the effect of [[Calls#WEAKNESS|weakness]], [[Combat#Dying|dying]], or [[Combat#Terminal|terminal]]. This is a special case where an active ability can be used when in a state where it would normally not be possible.&lt;br /&gt;
==Navarr Wayhouse==&lt;br /&gt;
* &#039;&#039;&#039;21/06/2025&#039;&#039;&#039;&lt;br /&gt;
We have created a new page that contains all the rules for a [[Navarr wayhouse]] [[commission]]. Most of the details are based on the information we provided in the original wind of fortune, but where we have made some changes, these new rules will not affect any motions passed at the Spring Equinox or earlier. The [[387YE_Spring_Equinox_Senate_sessions#Construct_Wayhouse_in_Ossium|wayhouse in Ossium]] is fine to be built with [[mithril]] and produce [[Game_items#Mana_Crystals|mana crystals]]. Any new wayhouses will all have to follow the new rules and can only be built using a Senate motion or an Imperial title with the power to commission a wayhouse.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve stubbed the new page for the next few days, while we finalise any changes for new wayhouses. We&#039;ll remove the stub once that process is complete.&lt;br /&gt;
&lt;br /&gt;
==Historical Researchers==&lt;br /&gt;
* &#039;&#039;&#039;09/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added an [[Historical_research#Ser_Eddard_d&#039;Argenteux|additional researcher]] to the list of senior historical researchers. This is to cover historical research into topics for which research into songs, stories, legends, and myth might be the most appropriate avenue of inquiry. &lt;br /&gt;
&lt;br /&gt;
==Colleges and Runeforges==&lt;br /&gt;
* &#039;&#039;&#039;4/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the upkeep for a [[college of magic]] and for a [[runeforge]], and introduced a new rule on the maximum number of such facilities that the Empire can support. The old rules for upkeep were somewhat incomprehensible, the new rules are much easier to understand and make it much easier for us to run plot around these important commissions. There is more detail on the update on the [[Rules_update_2025#Colleges_and_Runeforges|rules update wiki page]] explaining the changes, the impacts and the reasoning for them.&lt;br /&gt;
&lt;br /&gt;
==Senate==&lt;br /&gt;
* &#039;&#039;&#039;2/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated several pages on the running of Senate. We&#039;ve extended the description of [[Senate_session#Expert_Witness|expert witnesses]] to match how it is working in practice and included a copy of the Civil Service&#039;s guidance for expert witnesses. As part of this, there is a new rule that senators [[Senator#Limitations|can&#039;t act as expert witnesses]] themselves.&lt;br /&gt;
&lt;br /&gt;
We also updated the page on [[Senate_session#Sunday_session |Senate sessions]], introducing stricter plans on Sunday to help the session finish promptly.&lt;br /&gt;
&lt;br /&gt;
==Ritual Theory==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[ritual theory]] page. It was already huge, so we&#039;ve split some of the content up into logical chunks on new pages, creating a page for the [[limits of magic]] as well as one on the [[laws of magic]]. We&#039;ve significantly overhauled the content on [[eternals and rituals]] and created a new page for that also - there is a lot of additional information there now for players whose characters are involved with ritual magic.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added a page on [[war magic]] which discusses the possibilities and potential of using the realms to enchant armies, military units and fleets. This page reflects the changes we&#039;ve made earlier this year, but brings a lot of the key information together, so that it is one place. &lt;br /&gt;
&lt;br /&gt;
==Herbal==&lt;br /&gt;
* &#039;&#039;&#039;16/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the details for a [[Potion#Herbal|herbal]]; something similar to a [[Magic_items#Schema|schema]], but for one or more potions. The entry shows how they are made, how they can be added to Imperial lore, and how they can be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Towerjacks==&lt;br /&gt;
* &#039;&#039;&#039;14/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the &#039;&#039;dig in&#039;&#039; order of the [[Army qualities#Engineer|engineer]] quality to exclude the mustering of [[Army|armies]] and [[navy|navies]] from their ability to speed up a [[commission]].&lt;br /&gt;
&lt;br /&gt;
==New Characters and Conquered Territories==&lt;br /&gt;
* &#039;&#039;&#039;14/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the system so that it is no longer possible for players to create new characters in territories that have been completely conquered - that is, territories which are receiving the [[Resource#Conquered_Territories|conquered territory]] penalty. This is partly done to ensure new players unfamiliar with the state of the campaign do not make the mistake of starting in a territory where they will face significant additional challenges. &lt;br /&gt;
&lt;br /&gt;
==Citadels==&lt;br /&gt;
* &#039;&#039;&#039;13/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a page for citadels, the new commission type from the &#039;&#039;&#039;[[The_war_of_thorns_and_flowers#All_Along_the_Watchtower|The war of thorns and flowers]]&#039;&#039;&#039; wind of fortune. (Citadels have since been replaced with new rules for fortifications).&lt;br /&gt;
&lt;br /&gt;
==Vines and Symbols==&lt;br /&gt;
* &#039;&#039;&#039;03/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Vine#Costume|costume]] section of the Vine page to make clear that it is not appropriate to use a square red diamond on its own as part of costume, to avoid accidentally breaching the Geneva Convention by using a symbol of the [https://en.wikipedia.org/wiki/International_Red_Cross_and_Red_Crescent_Movement International Red Cross and Red Crescent Movement]. &lt;br /&gt;
&lt;br /&gt;
==Arcane Projections==&lt;br /&gt;
* &#039;&#039;&#039;03/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a change to the [[Arcane_projection#Preparing_an_Arcane_Projection|deadline for submission]] of [[arcane projection|arcane projections]]. Rather than the late booking deadline, the deadline for the Spring Equinox will be the early booking deadline, and after that the deadline will permanently shift to the close of downtime. You can read more about it in the [[387YE_Spring_Equinox_interlude#Arcane_Projections|Spring Equinox interlude]].&lt;br /&gt;
&lt;br /&gt;
==Colleges and Runeforges==&lt;br /&gt;
* &#039;&#039;&#039;03/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the email address for players who run a [[college of magic]] or [[runeforge]] to send their submissions to. Rather than rules, they should now be sent to {{plot}}. The deadline for submissions (the end of downtime) remains unchanged.&lt;br /&gt;
&lt;br /&gt;
==Glossary==&lt;br /&gt;
* &#039;&#039;&#039;11/04/2025&#039;&#039;&#039;&lt;br /&gt;
We have added a [[glossary]] page to the wiki with some more information on common terms used in Empire and LRP as a whole. We expect this to be updated on a semi-regular basis as more terms come to light. Any queries or suggestions can be sent to [mailto:wiki@profounddecisions.co.uk wiki@profounddecisions.co.uk].&lt;br /&gt;
&lt;br /&gt;
==Dreamcatchers==&lt;br /&gt;
* &#039;&#039;&#039;07/04/2025&#039;&#039;&#039;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Dreamcatcher Dreamcatchers] will be inappropriate for use in [[costume]] at Empire from event three this year onwards. We want to avoid using items that are culturally sacred in real life because it is more difficult to ignore their real world significance and we don&#039;t want to disrespect people&#039;s beliefs. We&#039;ve managed to speak to some of the players affected already, and everyone has responded very positively, but we realise we haven&#039;t been able to speak to everyone about this change - hence the reason for two events&#039; grace to allow players to make any changes needed to their costume.&lt;br /&gt;
&lt;br /&gt;
==League Look and Feel==&lt;br /&gt;
* &#039;&#039;&#039;07/04/2025&#039;&#039;&#039;&lt;br /&gt;
We have rewritten [[the League look and feel]] to move beyond from the more restrictive costume options presented by the original brief. We do want the League to have a really clear visual look that defines the nation, but we want to ensure that it includes garments that everyone can feel confident wearing.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
* &#039;&#039;&#039;07/04/2025&#039;&#039;&#039;&lt;br /&gt;
We have update the combat rules for Empire to say that head hits will not be allowed at any events in 2025. We are trialling the new rules, so please see the [[Rules_update_2025#Combat|rules update page]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
* &#039;&#039;&#039;28/03/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a fourth option to the [[declaration]] of [[alignment]], that of [[alignment#Acceptance|Acceptance]], as a result of opportunities created by plot over the last year or so. This allows the Conclave to accept or refuse an offer from an eternal, in a manner that the Archmage of the appropriate realm can also use.&lt;br /&gt;
&lt;br /&gt;
==Army Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;25/03/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several changes to rituals that [[enchantment|enchant]] an [[Army|Imperial army]]. Almost every army enchantment ritual has changed in some fashion. It is no longer possible to change the [[Army qualities|quality]] of an army with magic, and the resonant effects for each realm have been much more clearly defined. You can find out more about these changes in the accompanying [[rules update]].&lt;br /&gt;
* [[Swords in the Noonday Sun]] ([[Urizen lore]]; Summer 80): now fills soldiers with supernatural prowess, increasing the strength of an army by the equivalent of 1000 extra warriors. It&#039;s also gained an option for additional targets. The roleplaying associated with it has also changed, meaning it is no longer considered a ritual that uses savagery to create its effect.&lt;br /&gt;
* [[Find the Best Path]] (Autumn 80): Now grants a campaign army the ability to move through an additional territory, rather than granting the [[Army qualities#Fast|fast]] quality. The magnitude has been lowered to 80, and an option to include additional targets has been added.&lt;br /&gt;
* [[Quickening Cold Meat]] (Winter 120): We&#039;ve reduced the magnitude of the ritual and been significantly clearer about the unpredictable dangers associated with the ritual.&lt;br /&gt;
* [[Machines of Destruction]] (Autumn 135): No longer offered by [[Estavus]] and removed from the [[Mystic scrolls of Estavus]] page.&lt;br /&gt;
* [[Loosen the Shackles]] ([[Urizen lore]]) Winter 120): now gives an enchanted army the equivalent of 4,000 extra soldiers but only for purposes of inflicting casualties on an enemy. The magnitude has increased to 120. It still draws on the forbidden power of [[Agramant]].&lt;br /&gt;
* [[Why Sulemaine Walked Away From The Baker]] (Winter 80): The effects of the ritual have been increased. In addition to making the army more resistant to effects related to poison and venom, it also reduces damage suffered from other means.&lt;br /&gt;
* [[Bound by Common Cause]] (Autumn 80): has had its effect completely redesigned and now reduces the upkeep of an army while providing potential narrative bonuses.&lt;br /&gt;
* [[Fire on the Water]] and [[Eyes of the Hills]] cannot currently be cast; we are still deciding how to deal with them.&lt;br /&gt;
&lt;br /&gt;
The change has also affected some non-enchantment rituals.&lt;br /&gt;
* [[Eyes of the Sun and Moon]] (Day 14): now provides information about enchantments on armies and fortifications in the territory scried.&lt;br /&gt;
* [[Eye of the High Places]] (Day 14): now provides information about large-scale effects on a territory. &lt;br /&gt;
* [[Dreams in the Witch House]] (Night 14): has been reworked to make it better reflect the way the ritual had evolved in play and to widen the kind of information it provides. The magnitude has increased to 14, bringing it into line with similar divinations.&lt;br /&gt;
&lt;br /&gt;
==Fleet Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;24/03/2025&#039;&#039;&#039;&lt;br /&gt;
In conjunction with our [[#Military Unit Enchantments|changes to military units]], we&#039;ve also updated the way a [[fleet]] acts in [[downtime]]. As with military units, we&#039;ve streamlined the actions that can be taken by a fleet captain, and how they interact with [[enchantment]] rituals. We&#039;ve introduced several new actions that any fleet captain can take, and defined others more closely. These changes will take effect in the downtime following the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
The main change to rituals has been to better define which action each ritual supports. One of our goals has been to ensure that each ritual affects only one kind of action, and where possible to strengthen the themes of the individual realms as part of a wider update. The magnitudes of rituals have not changed, nor has the amount of benefit they provide; we&#039;ve just defined what action that benefit applies to more clearly.&lt;br /&gt;
&lt;br /&gt;
Rituals affected include [[Blood and Salt]] (supports raiding), [[Winds of Fortune]] (supports trading), [[The Lure of Distant Shores]] (supports trading), [[Sular&#039;s Promise]] (supports trading), [[Golden Voyage]] (supports questing), [[Muffled Oar]] (supports scouting), and [[Piranhas Devour the Kraken]] (supports campaigning). The ritual &#039;&#039;Shroud of Rolling Fog&#039;&#039;, which is not in Imperial lore, has likewise been adjusted to support a single category of fleet action. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added a new ritual to Imperial Lore: [[Wolves of the Hungry Sea]] (Winter 12) that is used to support guarding actions.&lt;br /&gt;
&lt;br /&gt;
As always, if your character has mastered a ritual that has changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll free up the mastered ritual slot for you.&lt;br /&gt;
&lt;br /&gt;
==Imperial Sodalities==&lt;br /&gt;
* &#039;&#039;&#039;18/03/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several significant changes to the procedures and benefits of creating an [[Imperial sodality]]. Key among them is the idea that a truly Imperial sodality is capable of wielding legal powers and appointing titles; that anyone can become a voting member of an Imperial sodality simply by receiving a ritual mark; that one can only be a voting member of a single Imperial sodality; and that their creation and upkeep are now much more clearly defined. This has also involved an addition to the powers of [[The Throne#The Great Councils|the Throne]], [[Powers of the Imperial Senate#Imperial Sodalities|Powers of the Imperial Senate]], and [[New_Imperial_titles#Well_Worn_Paths|New Imperial titles]]. There&#039;s also a new ritual in Imperial Lore - [[Mark of Fellowship]] - that supports membership of an Imperial Sodality. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve also written a [[Rules update 2025#Imperial Sodalities|Rules Update]] discussing the changes.&lt;br /&gt;
&lt;br /&gt;
==Runa&#039;s Gift==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2025&#039;&#039;&#039;&lt;br /&gt;
We have added a page for [[Runa&#039;s Gift]] to the wiki and the recipe list is now available for [[Surgical_skills#Apothecary|apothecaries]] to learn. These potions come as a result of the [[Yerende]] joining the [[Imperial Orcs]] and use [[realmsroot]]. Anyone who has the necessary ingredients in their inventory and has learned the recipe list can email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] before the &#039;&#039;&#039;1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; of April&#039;&#039;&#039; to mix potions from this recipe list before the event.&lt;br /&gt;
&lt;br /&gt;
==Military Unit Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2025 &#039;&#039;&#039;&lt;br /&gt;
We&#039;ve overhauled the way [[military unit|military units]] act in [[downtime]]. The focus has been on streamlining the actions that can be taken by a player with that resource, and how they interact with [[enchantment]] rituals. We&#039;ve introduced several new actions that any military unit can take (such as mercenary work or seeking glory) as well as a small number of adventures available to specific nations or archetypes. These changes will take effect in the downtime following the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
The main change to rituals has been to better define which action each ritual supports, and to remove rituals that supported multiple actions. Some magnitudes have shifted up or down as well. One of our goals has been to ensure that each ritual affects only one kind of action, and where possible to strengthen the themes of the individual realms as part of a wider update.&lt;br /&gt;
&lt;br /&gt;
Rituals affected include [[Merciless Wrath of the Reaver]] (supports raiding), [[Raise the Standard of War]] (supports campaigning), [[Clarion Call of Ivory and Dust]] (supports campaigning and has also gained an [[#Assurances|assurance]]), [[Shroud of Mist and Shadow]] (supports raiding, magnitude lowered), [[Clad in Golden Raiment]] (supports campaigning and the magnitude has increased to 6), [[Sharp Eyes of the Corsair]] (supports scouting), [[Lions of Phoenix Reach]] (supports campaigning), [[Carve the Crystal Guardian]] (supports campaigning), and [[Conclave of Trees and Shadow]] (supports scouting).&lt;br /&gt;
&lt;br /&gt;
As well as rituals in Imperial Lore, there have also been changes to these [[Urizen lore]] rituals: [[Aspect of the Mountain]], [[Peregrine and Ichimos]], and [[Raise the Dragonsworn Cohort]] (all now explicitly support the guarding action), [[Unleash the Beasts Within]] (the magnitude has increased to 16, and the enchantment now supports the campaigning action). &lt;br /&gt;
&lt;br /&gt;
These changes have also affected a few rituals that are not in either Imperial lore or Urizen lore. Specifically, [[Accoutrements of War]] (supports campaigning, no longer provides green iron), and &#039;&#039;Weaver at the Web&#039;&#039; (supports scouting actions).&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also introduced a new ritual, [[Feast of Heroes]], a [[Summer magic]] enchantment that supports military units taking a [[Military unit#Questing|questing]] action.&lt;br /&gt;
&lt;br /&gt;
As always, if your character has mastered a ritual that has changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll free up the mastered ritual slot for you.&lt;br /&gt;
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==Assurances &amp;lt;!--I--&amp;gt;==&lt;br /&gt;
* &#039;&#039;&#039;13/03/2025&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Updated 26/03/2025&#039;&#039;&#039;&lt;br /&gt;
We have added [[Ritual_theory#Agreement|assurances]] and [[eternal|eternals]] to the pages of a number of rituals. This is a result of the [[Unfettered Mind]] having been instructed to [[385YE_Summer_Solstice_Conclave_sessions#Concord_:_Study_Rituals|investigate]] the ritual [[Dripping Echoes of the Fen]] by the Imperial Conclave, and the continuation of the order&#039;s efforts. Any member of the order can roleplay that they were part of this research; appropriate stories might involve tracking across the Empire, careful discussion with scholars, or &amp;lt;!--staring at dusty scrolls for hours--&amp;gt;negotiations with isolated covens for snippets of information.&lt;br /&gt;
{{div col|colwidth=30em}}&lt;br /&gt;
*[[Balanced Scales of Lann]]&lt;br /&gt;
*[[Carve the Crystal Guardian]]&lt;br /&gt;
*[[Challenge the Iron Duke]]&lt;br /&gt;
*[[Clarion Call of Ivory and Dust]]&lt;br /&gt;
*[[Conclave of Trees and Shadow‎‎]]&lt;br /&gt;
*[[Crystalline Focus of Aesh]]&lt;br /&gt;
*[[Dripping Echoes of the Fen]]&lt;br /&gt;
*[[Ephisis&#039; Scale]]&lt;br /&gt;
*[[Fire in the Blood]]&lt;br /&gt;
*[[Forge the Wooden Fastness]]&lt;br /&gt;
*[[Frozen Citadel of Cathan Canae]]&lt;br /&gt;
*[[Gift of Knowledge]]&lt;br /&gt;
*[[Kimus&#039; Glaring Eye]]&lt;br /&gt;
*[[Lions of Phoenix Reach]]&lt;br /&gt;
*[[Prowess of the Golden Magician]]&lt;br /&gt;
*[[Pallid Flesh of the Dead King]]&lt;br /&gt;
*[[Quickening Cold Meat]]&lt;br /&gt;
*[[Sift the Dreamscape&#039;s Sands]]&lt;br /&gt;
*[[Sorin&#039;s Chastising Touch]]&lt;br /&gt;
*[[Sorin&#039;s Rite of Agony]]&lt;br /&gt;
*[[Swim Leviathan&#039;s Depth]]&lt;br /&gt;
*[[The Basalt Citadel]]&lt;br /&gt;
*[[Tribute to the Thrice-Cursed Court]]&lt;br /&gt;
*[[Whispering Shadow Courtiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Realms and their Inhabitants==&lt;br /&gt;
* &#039;&#039;&#039;25/01/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve done an overhaul of the [[realm]] and [[eternal]] pages adding examples and further details about each of the realms and the powers and restrictions of eternals. We have also added the [[Inhabitants of the realms]] page which goes into detail about the various creatures that live in each of the realms.&lt;br /&gt;
&lt;br /&gt;
==Links on the Tactical Map==&lt;br /&gt;
* &#039;&#039;&#039;29/12/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added links to each territory - and some important areas like the Semmerlak or the Bay of Catazar - to the [[Map - Coloured Territories|coloured territories]] map page. It is now possible to click on an area of the map to be taken to the specific territory&#039;s page.&lt;br /&gt;
&lt;br /&gt;
==Names of the Chain==&lt;br /&gt;
* &#039;&#039;&#039;05/12/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve swapped the names of star #1 and star #5 on [[the Chain]]. The writer had confused his left and right and got the anchor at the wrong end of the constellation.&lt;br /&gt;
&lt;br /&gt;
==Arcane Gambit and Ilium==&lt;br /&gt;
* &#039;&#039;&#039;15/10/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated [[Thief&#039;s Arcane Gambit]] and the [[Ilium#Removing_a_Permanent_Effect|ilium]] page to detail how an [[enchantment]] that has been made permanent with [[ilium]] can be moved by that Night ritual. The magnitude required is based on the total amount of ilium that could/should have been used to make the enchantment permanent without any [[opportunity]] being taken into account.&lt;br /&gt;
&lt;br /&gt;
==Throne Judgement==&lt;br /&gt;
* &#039;&#039;&#039;15/10/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to [[the Throne]], providing them explicitly with the ability to raise a [[judgement]] [[The Throne#Member of the Assembly of Nine|in the Assembly of Nine only]] in the event they do not control a [[congregation]].&lt;br /&gt;
&lt;br /&gt;
==Assignment==&lt;br /&gt;
* &#039;&#039;&#039;10/09/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the power of [[Powers_of_the_Imperial_Senate#Assignment|assignment]] to set down that a motion to assign a territory is always raised as an administrative motion by the Speaker for the Senate. &lt;br /&gt;
&lt;br /&gt;
==Veto==&lt;br /&gt;
* &#039;&#039;&#039;31/08//2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[veto]] to remove the ambiguity about when a veto held over from the previous event ends. We have put a fixed end point, 10pm on Saturday night. The [[Rules_update_2024#Veto|rules update]] page contains the OOC reasoning and the IC justification for this edit.&lt;br /&gt;
&lt;br /&gt;
==Proxies and Resigning==&lt;br /&gt;
* &#039;&#039;&#039;22/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have added an entry to the [[Proxy#Restrictions|restrictions]] of what a proxy can do. It is not possible for a proxy to resign on behalf of the title holder as that is not a power of a specific Imperial title. &lt;br /&gt;
&lt;br /&gt;
==Maps of Otkodov==&lt;br /&gt;
* &#039;&#039;&#039;19/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have added a note that was missing to the [[Otkodov]] page making clear that the Empire only has a strategic map of [[Verthandi]]. When the first spy network was created the entirety of Otkodov was mapped in error. To gain access to strategic maps of the other territories of the Thule additional [[spy network|spy networks]] would need to be constructed and [[Military_unit#Scout_an_Area|supported]] in the normal fashion.&lt;br /&gt;
&lt;br /&gt;
==Senate Voting==&lt;br /&gt;
* &#039;&#039;&#039;19/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[Senate motion]] page to remove an option for secret voting. We&#039;ve removed it because it hadn&#039;t been used in years if ever, because supporting it logistically would have been a massive hassle, but mostly because it runs contrary to the major design elements of Empire around the operation of politics within the game.&lt;br /&gt;
&lt;br /&gt;
==Audio recordings==&lt;br /&gt;
* &#039;&#039;&#039;09/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[photography]] rules to remove the option to make audio recordings at events. On further consideration we were convinced that audio recording was much closer to filming and should follow the same rules and guidelines. As a general rule of thumb we want to minimise intrusion: we permit people to take photographs, but that is the limit.&lt;br /&gt;
&lt;br /&gt;
==Black Plateau Template==&lt;br /&gt;
* &#039;&#039;&#039;24/07/2024&#039;&#039;&#039;&lt;br /&gt;
We have changed the formatting for the Black Plateau template that we use to increase readability and in an attempt to avoid eyestrain. It has changed from black text on a grey background to white text on a black background.&lt;br /&gt;
&lt;br /&gt;
==Fleet Great Work Restrictions==&lt;br /&gt;
* &#039;&#039;&#039;13/07/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Great work]] page making clear that a great work that supports [[fleet|fleets]] can only be built in a region with the coastal [[Region qualities|quality]].&lt;br /&gt;
&lt;br /&gt;
==Whispers through the Black Gate==&lt;br /&gt;
* &#039;&#039;&#039;25/06/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the [[Whispers_through_the_Black_Gate#OOC_Elements|OOC elements]] of [[Whispers through the Black Gate]] to add a little clarity to what happens if you want to summon the spirit of a dead NPC.&lt;br /&gt;
&lt;br /&gt;
==Sung and their Counsel==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a couple of tiny changes to the [[Sung]] page, to provide more context for the kind of mysteries that the eternal encourages you to probe and look into and those mysteries she prefers to stay hidden. We&#039;ve coupled this with a set of updates to the main ritual that draws on Sung&#039;s power [[Clear Counsel of the Everflowing River]].&lt;br /&gt;
&lt;br /&gt;
We&#039;ve decided to change the way we respond to queries to Sung to try and provide more useful information going forwards. We want to keep some of the enigmatic quality of the responses, which some of those players casting the ritual currently enjoy - but we want to make it easier to get more useful insight, guidance and wisdom from the ritual.&lt;br /&gt;
&lt;br /&gt;
To help us do that we&#039;ve changed the way we&#039;ll be responding to the ritual going forwards. We created a set of guidelines for the style of responses that we&#039;ll give to the different kinds of questions we&#039;ve been getting up to now. Hopefully this means that where we can provide some useful information or clues to players about a plot we&#039;ll be able to continue to do that, but where Sung can&#039;t or won&#039;t give an answer we&#039;ll be able to respond in a way that makes clear why that is the case.&lt;br /&gt;
&lt;br /&gt;
The goal with these changes is to make the ritual more useful to players but also make it easier for us to produce the responses. We want to emphasize the roleplaying interaction with Sung - but allow the eternal more freedom to give out more useful information when it exists.&lt;br /&gt;
==Martial Titles==&lt;br /&gt;
* &#039;&#039;&#039;10/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have added [[Captain of the Throne Guard]] to the list of martial titles because of their duties to defend the Throne. There is no requirement to pick a skilled fighter for the role - it has many other duties besides fighting - but it is acceptable for the Throne to include such considerations when picking who they want for the Throne Guard.&lt;br /&gt;
&lt;br /&gt;
==Savagery and Fire on the Water==&lt;br /&gt;
* &#039;&#039;&#039;05/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the declaration of [[interdiction]] from [[385YE_Autumn_Equinox_Conclave_sessions#Interdiction_%3A_Savagery_of_Armies|Autumn Equinox 385YE]] to include the ritual [[Fire on the Water]] and added a note to the page for the ritual. This was missed at the time as being a ritual that was covered by the interdiction.&lt;br /&gt;
&lt;br /&gt;
==Endorsement==&lt;br /&gt;
* &#039;&#039;&#039;05/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[endorsement]] to make clear that you cannot use it to permit a sorcerer to carry out an act of magic that is illegal for them to do. Endorsement cannot be used to undermine Conclave itself, so it Conclave has declared someone a sorcerer, it&#039;s not possible to supersede that with endorsement.&lt;br /&gt;
&lt;br /&gt;
==Guiding an Order==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have formalised how [[Concord#Guiding_an_Order|guiding an order]] using a Declaration of [[Concord]] works. It now requires 20 mana crystals directly from the [[Conclave_vault#The_Font|Font]] and can only be used as a result of an opportunity, unless specified otherwise. It continues to require the use of one of the order&#039;s two declarations.&lt;br /&gt;
&lt;br /&gt;
==Territory Curses==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several changes to ritual curses that work on the [[territory]] level. All such curses now explicitly have the chance to have unexpected effects depending on where and when they are cast. We&#039;ve added a section to the [[curse]] page detailing this. There have also been other changes made to several specific curses.&lt;br /&gt;
* [[Icy Maw Devours the Spark of Essence]] has increased in magnitude to 30 (previously 15), and now inflicts a fixed penalty on mana sites. We also removed the lethargy and depression [[roleplaying effect]] element.&lt;br /&gt;
* [[Naeve&#039;s Twisting Blight]] has increased in magnitude to 30 (previously 15), and now inflicts a set 72 ring penalty on a farm rather than the previous 50% penalty.&lt;br /&gt;
* [[Foam and Spittle of the Furious Sea]] places a 2 rank penalty on fleets, and no longer harms navies moving through the target territory.&lt;br /&gt;
* [[Thunderous Deluge]] reduces resource production by two ranks rather than a percentage.&lt;br /&gt;
* [[Rivers of Life]] and [[Rivers Run Red]] have remained the same but we&#039;ve added boxes discussing some of the unique peculiarities of the rituals.&lt;br /&gt;
* [[Winter&#039;s Ghosts]] affects all resources save [[congregation|congregations]], but inflicts a fixed amount of damage to production rather than a percentage.&lt;br /&gt;
* [[Mountain Remembers Its Youth]] does not harm armies that move through the territory. Its effects apply to mines and forests as well as farms, and inflict a fixed amount of damage to production rather than a percentage.&lt;br /&gt;
* [[Thunderous Tread of the Trees]] requires a region with the forest quality (it no longer works on marshes). It no longer affects armies passing through the territory, and reduces production of all personal resources in the territory except fleets.&lt;br /&gt;
* [[The Flower is Withered on the Stalk]] remains unchanged but we added a boxout laying out more clearly the limitations of the curse.&lt;br /&gt;
&lt;br /&gt;
==Pronunciation Guide==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2024&#039;&#039;&#039;&lt;br /&gt;
We have deleted the pronunciation guide page from the wiki. Anyone who has a query on how we pronounce something is welcome to email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to ask.&lt;br /&gt;
&lt;br /&gt;
==Fire Safety==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[fire safety]] page with updated rules for the limited use of small pyrotechnics at events.&lt;br /&gt;
&lt;br /&gt;
==Dedication==&lt;br /&gt;
* &#039;&#039;&#039;28/05/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a minor edit to the [[Dedication#Dreams|dreams]] section of the [[dedication]] skill to replace &amp;quot;priest of the Way&amp;quot; with &amp;quot;a priest who is not dedicated to a specific virtue&amp;quot;. The former wording was a holdover from the period where dedication was linked to the assembly a priest was part of. The new wording makes in explicit that the ability to pick any Virtue for oracular dreams is for priests that are not dedicated.&lt;br /&gt;
&lt;br /&gt;
==Senatorial Elections==&lt;br /&gt;
* &#039;&#039;&#039;23/05/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[Dawn leadership]] to add confirmation that nobles must be physically present in the Glory Square unless there are any accessibility issues that make that difficult. In that case our team will make whatever accommodations are needed to support a player.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve updated [[Wintermark_political_leadership|Wintermark leadership]] to change the duration of the election from one hour to half an hour. This is based on feedback that candidates were unduly having to wait around much longer than the election practically needed.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve updated the [[Varushka leadership]] to better describe how it works in practice and to make clear that the right of witness does apply to the part of the meeting dedicated to picking the senator.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve updated the [[League leadership]] to remove the requirement not to exchange bonds before the start of the election. This was unenforceable in practice and needlessly restrictive. Empire is meant to be a deeply political game and we&#039;d like players to have the first half of the summit to engage in as much roleplaying as they want over the exchange of voting bonds.&lt;br /&gt;
&lt;br /&gt;
==Warding Rituals==&lt;br /&gt;
* &#039;&#039;&#039;14/04/2024&#039;&#039;&#039;&lt;br /&gt;
We have added an OOC note to the rituals that ward an area to make clear that you must inform a ref about it before you pass through the [[Sentinel Gate]] and get the props you are planning on using checked. The affected rituals are :&lt;br /&gt;
* [[Hold Back Frozen Hunger]]&lt;br /&gt;
* [[Retreat to the White Caves]]&lt;br /&gt;
* [[There Is No Welcome Here]]&lt;br /&gt;
* [[Wardens of the Black Waste]]&lt;br /&gt;
&lt;br /&gt;
==Imperial Orcs==&lt;br /&gt;
* &#039;&#039;&#039;11/04/2024&#039;&#039;&#039; &lt;br /&gt;
We&#039;ve made extensive updates to the [[Imperial Orcs]] pages, primarily related to the introduction of [[sept|septs]]. This also touches on a number of other elements including the introduction of a new group archetype (the coterie) and changes to the way ancestors work. Many pages now have additional information on them, but the biggest changes are:&lt;br /&gt;
* Addition of the six septs: [[Ethengraw]], [[Illarawm]], [[Sannite]], [[Sunstorm]], [[Tamazi]], and [[Yerende]]&lt;br /&gt;
* Revision of the [[Imperial Orcs religious beliefs]] page&lt;br /&gt;
* Addition of [[Imperial Orcs culture and customs#Septs|septs]] to the [[Imperial Orcs culture and customs]] page.&lt;br /&gt;
* Addition of [[Imperial Orcs magical traditions#Spiritweaving|Spiritweaving]] to the [[Imperial Orcs magical traditions]] page.&lt;br /&gt;
* We&#039;ve removed the Imperial Orcs lineage and species page as the information on that page was now redundant.&lt;br /&gt;
New characters can select their sept during character creation. Existing characters can change their sept by emailing [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk]. You can also change sept during play by engaging in the [[Imperial Orcs religious beliefs#The Living Bridge|appropriate ceremony]] then going to GOD.&lt;br /&gt;
==League Orcs==&lt;br /&gt;
* &#039;&#039;&#039;08/04/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[the League]] brief to incorporate new material relevant to playing an [[orc]] in [[the League]], reflecting current developments. It is now possible for players creating a new character in the League to choose whether they are playing an orc or a human.&lt;br /&gt;
&lt;br /&gt;
As part of the change we&#039;ve made a number of updates to several League pages:&lt;br /&gt;
* [[The League|Introduction]]&lt;br /&gt;
* [[The League people|The people]]&lt;br /&gt;
* [[The League culture and customs|Culture and customs]]&lt;br /&gt;
* [[The League look and feel|Look and feel]]&lt;br /&gt;
* [[The League history|History]]&lt;br /&gt;
* [[The League religious beliefs|Religious beliefs]]&lt;br /&gt;
* [[The League magical traditions|Magical traditions]]&lt;br /&gt;
&lt;br /&gt;
==Cold Sun==&lt;br /&gt;
* &#039;&#039;&#039;04/03/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a new wiki page for [[Cold Sun]], the cruelly impassive eternal of the Day realm whose forces are currently threatening a number of locations in the Empire. While this is mostly a campaign update, we&#039;ve included it here because we have taken the winter to tinker with some of the stats of the heralds involved to try and make them more interesting and engaging to fight against, so there are some rules changes. Also, in the past there has been some confusion over the abilities of the heralds of Cold Sun. They are very much not [[Calls#Monstrous_Creatures|monstrous creatures]] so they take the effects of all calls that hit them legitimately, including the effects of [[weakness]]. There is no indication that looting heralds of Cold Sun will result in any kind of curse, nor are they able to reflect back calls. There was some confusion early on due to the way that the brief was delivered before the first block of skirmishes at E3 2023. We have taken all steps possible to try to ensure that this doesn&#039;t happen again. Part of the reason for us presenting this information here as clearly as possible is to ensure that those going on skirmishes can have some idea of what they might be up against.&lt;br /&gt;
&lt;br /&gt;
==Sanctioned Events==&lt;br /&gt;
* &#039;&#039;&#039;21/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some changes to the language around sanctioned events. Previously, &amp;quot;sanctioned event&amp;quot; included both any event taking place in the continuity of the Empire campaign world, and specifically events containing plot elements. We&#039;ve explicitly renamed the kind of event with plot, NPCs, and combat as a &amp;quot;plot event&amp;quot;, leaving &amp;quot;sanctioned event&amp;quot; to refer to all events not run by Profound Decisions that are considered part in the Empire campaign.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added a section of additional guidance on [[Sanctioned_event_advice#Communication_Magic|Communication Magic]] at sanctioned events. While it can&#039;t be used to speak to off-stage NPCs in the wider world, it is possible for the creators of a plot event to use certain types of communication magic within the context of their plot.&lt;br /&gt;
==Tisanes of the Labyrinth==&lt;br /&gt;
* &#039;&#039;&#039;17/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed [[Usher&#039;s Decoction]] and [[Tisanes of the Labyrinth#Waywalker&#039;s Suffusion|Waywalker&#039;s Suffusion]] to be [[Potion#Tonics|tonics]]. This means their effects cannot be stacked with each other.&lt;br /&gt;
&lt;br /&gt;
==Aspect magic==&lt;br /&gt;
* &#039;&#039;&#039;16/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the name of the magical tradition formerly known as &#039;&#039;totem magic&#039;&#039; to [[aspect magic]] as it more accurately reflects the function of that tradition. We have also taken the opportunity to change the term for calling on aspects of mundane animals in magic to [[Aspect_magic#Beast_Magic|beast magic]] rather than &#039;&#039;spirit animals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Liao Ceremony Cooperation==&lt;br /&gt;
* &#039;&#039;&#039;14/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the [[Religious skills#Cooperation|cooperation]] section on the [[religious skills]] page to make it clear that it is [[dedication]] and not membership of a [[Assembly#The_Virtue_Assemblies|virtue assembly]] that determines who a character can perform a &#039;&#039;virtue ceremony&#039;&#039; in cooperation with. Now that it is possible for a character to be dedicated to one virtue, but a member of a different Virtue assembly through the use of the preaching [[Congregation#Downtime options|downtime option]], the original wording was open to misinterpretation.&lt;br /&gt;
&lt;br /&gt;
==Synod Votes and Lay Members==&lt;br /&gt;
* &#039;&#039;&#039;14/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the reference to &amp;quot;appropriate virtue assembly&amp;quot; from the [[Sinecure#Synod_Votes|Sinecure]] page, with regard to people who are not members of the [[Synod]] gaining votes. Since the introduction of [[Congregation#Downtime_Options|preaching]] as the method for determining Virtue assembly membership, there is no way for someone without a [[congregation]] to be part of a Virtue assembly, and someone with a congregation is already a member of the Synod. &lt;br /&gt;
&lt;br /&gt;
==Veto==&lt;br /&gt;
* &#039;&#039;&#039;14/02/2024&#039;&#039;&#039;&lt;br /&gt;
On the [[Senate]] page, we&#039;ve changed the word &amp;quot;exercised&amp;quot; for &amp;quot;submitted&amp;quot; and added a line making it clear the usual [[Veto#Timing|timing]] rules apply in the event the veto is being submitted following the Senate session on Sunday.&lt;br /&gt;
&lt;br /&gt;
==Medium Armour==&lt;br /&gt;
* &#039;&#039;&#039;17/01/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some changes to the names of certain [[:Category:Medium Armour|medium armour]] to avoid confusion since the [[Rules_update_2022#Armour|change]] to what counts as different types of armour. This has had no effect on the mechanical effect of the magic items.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mithril Shirt&#039;&#039; is now [[Bloodamber Hauberk]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Tombsteel Guardian&#039;&#039; is now [[Tombshroud Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Wardensweave Scale&#039;&#039; is now [[Wardensweave]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Runemail&#039;&#039; is now [[Runebound Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Splint Mail&#039;&#039; is now [[Cerulean Protector]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mediator&#039;s Mail&#039;&#039; is now [[Scrivener&#039;s Guard]]&lt;br /&gt;
&lt;br /&gt;
In addition we have also changed &#039;&#039;Oathkeeper&#039;&#039; to [[Vowkeeper]] and &#039;&#039;Alderman&#039;s Edge&#039;&#039; to [[Alder&#039;s Edge]]&lt;br /&gt;
&lt;br /&gt;
==Secrets of Skilful Artifice==&lt;br /&gt;
* &#039;&#039;&#039;11/01/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some changes to [[Secrets of Skilful Artifice]]. The donor [[Crafting skills#Artisan|artisan]] now chooses what skill to share via the ritual, and may choose to share nothing. This partly resolves some inconsistencies with how the knowledge the ritual shares was determined, and better defines how it works with Runesmith&#039;s Law and similar effects.&lt;br /&gt;
&lt;br /&gt;
==Runesmith&#039;s Law==&lt;br /&gt;
* &#039;&#039;&#039;3/1/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated both [[Wintermark_economic_interests#Runesmith.27s_Law|Runesmith&#039;s Law]] and [[Secrets of Skilful Artifice]] to make it clear that using magic to temporarily share knowledge of how to make a unique Wintermark magic item triggers the geas not to share this knowledge. The result is that the artisan donating the knowledge to someone outside their nation permanently loses access to Runesmith&#039;s Law.&lt;br /&gt;
&lt;br /&gt;
==Farms and Businesses==&lt;br /&gt;
* &#039;&#039;&#039;14/12/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to both [[Farm#Production|farm]] and [[Business#Production|busniess]] resources to make it clearer that the income they provide represents disposable income rather than being the sum total of their seasonal production. Expenses, lifestyle, and taxes all exist below the abstraction layer.&lt;br /&gt;
==Regalia==&lt;br /&gt;
* &#039;&#039;&#039;11/12/2023&#039;&#039;&#039;&lt;br /&gt;
We have added a section on the [[New Imperial titles]] page which explains how the Imperial Senate can add [[New_Imperial_titles#Regalia|regalia]] to a title. &lt;br /&gt;
==Ossium Opportunity==&lt;br /&gt;
* &#039;&#039;&#039;31/08/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight alteration to the [[Culling_the_threat#Dripping_Echoes|Culling the threat]] wind of fortune in the section about creating a permanent magical fortress in the Drownbark Forest. We&#039;ve made it clear that the &amp;quot;no upkeep&amp;quot; element of the permanent magical fortress is part of the [[opportunity]], and not a standard part of making a magical fortress permanent. The precise mechanics of creating a permanent magical fortress would be determined on case by case basis.&lt;br /&gt;
==Appraisal==&lt;br /&gt;
* &#039;&#039;&#039;08/08/2023&#039;&#039;&#039;&lt;br /&gt;
Now the [[Senate]] can perform &#039;&#039;two&#039;&#039; [[appraisal|appraisals]] each season, we&#039;ve added [[Appraisal#The_Prognosticators_Office|a note]] to the power as to how the Imperial Auditor will proceed if both name the same researcher.&lt;br /&gt;
==Recognition==&lt;br /&gt;
* &#039;&#039;&#039;25/07/2023&#039;&#039;&#039;&lt;br /&gt;
We have added a new use for the judgement of [[Recognition]]; allowing the [[Assembly#General_Assembly|General Assembly]] to recognise someone as an explicitly false exemplar or paragon. A judgement of recognition used in this way can only be raised in the General Assembly and always requires a greater majority to pass.&lt;br /&gt;
&lt;br /&gt;
==Spiral Strategy==&lt;br /&gt;
* &#039;&#039;&#039;24/07/2023&#039;&#039;&#039;&lt;br /&gt;
The [[Spiral]] page has been tweaked slightly, naming the [[Spiral#The_Passes|Apulian Way]] as the connection between the territory and the Grendel nation, and adding a [[Spiral#Strategic_Considerations|Strategic Considerations]] section that summarises the geographical complications in the territory. Apart from naming the southern pass, nothing has actually changed we&#039;ve just made it more explicit.&lt;br /&gt;
&lt;br /&gt;
==Imperial Inquisitor==&lt;br /&gt;
* &#039;&#039;&#039;0707/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight amendment to the responsibilities of the Imperial Inquisitor to make clear that they are part of the &#039;&#039;inquisitorial court&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Thief&#039;s Arcane Gambit==&lt;br /&gt;
* &#039;&#039;&#039;04/07/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to [[Thief&#039;s Arcane Gambit]] that specifies that the &amp;quot;legitimate target&amp;quot; for the ritual is also affected by any specific restrictions around willingness in the original enchantment. If the original enchantment can only be used on a willing target, it can only be moved to a willing target.&lt;br /&gt;
&lt;br /&gt;
==Inspirational Locations==&lt;br /&gt;
* &#039;&#039;&#039;02/07/2023&#039;&#039;&#039;&lt;br /&gt;
We have replaced the old rules for inspirational tombs with some new rules for [[inspirational location|inspirational locations]]. The new rules cover using true liao to create inspirational memorials for exemplars and paragons as well as using it to consecrate a sacred sites like the Kallavesa Marshes. The new rules provide a detailed framework that lays out how characters do this - what steps are needed in-character and what the outcome will be at each stage. We&#039;ve provided more explanation for the changes and why we&#039;ve made them in the [[rules update 2023]] page.&lt;br /&gt;
&lt;br /&gt;
==Sentinel Gate==&lt;br /&gt;
* &#039;&#039;&#039;01/07/2023&#039;&#039;&#039;&lt;br /&gt;
We have removed references to getting a traumatic wound if you travel back too late through the sentinel gate. Implementation of this rule was always spotty at best and it violated some of our core design principles in the way it confused in-character and out-of-character objectives. We don&#039;t want players to return through the gate late, because it plays havoc with the schedule that everyone, players and ourselves, are relying on. Most participants implicitly appreciate this and make the best effort possible to return to Anvil before the gate begins to close. Traumatic wounds are intended to lead to further roleplaying for the participants who receive them, they are not meant to punish participants for taking the wrong action. Empire tries as hard as possible to avoid mixing in-character and out-of-character consequences in that way.&lt;br /&gt;
&lt;br /&gt;
==FIRST AID==&lt;br /&gt;
* &#039;&#039;&#039;01/07/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the MAN DOWN call to [[Calls#FIRST_AID|FIRST AID]]. We&#039;ve made this change for two reasons, one is that we and many of our players are no longer comfortable with such a clearly gendered call. The other reason is that over the years, a few players have developed a bad habit of using the call in-character when someone gets wounded. We&#039;ve replaced the call with FIRST AID - a clear call asking for the first aid team to provide assistance.&lt;br /&gt;
&lt;br /&gt;
We understand that many of participants will continue to use MAN DOWN in emergency situations, precisely because it is the instinctive thing to shout in an emergency. That is absolutely fine, and everyone should treat the call &#039;&#039;exactly&#039;&#039; as if they had called FIRST AID. We expect it to take some years to drop the old call in favour of the new one and we would much rather participants shouted either call quickly than pause to think. The hobby has been using the man down call for decades and we do not want to compromise safety while we transition away from its use at Empire.&lt;br /&gt;
&lt;br /&gt;
==Searching==&lt;br /&gt;
* &#039;&#039;&#039;29/06/2023&#039;&#039;&#039;&lt;br /&gt;
We have removed the option in the rules to carry out a real search when searching a character. Previously it was possible to do a real search, but only if both parties agreed. We&#039;ve removed this option as it&#039;s not compatible with the wider system where we discourage this kind of physical contact.&lt;br /&gt;
&lt;br /&gt;
==Art of the Deal==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the name of the Art of the Deal ritual to [[Winds of Fortune]]. Art of the Deal is still an alternate name for the ritual, but the main entry and all references on magic items use the new name.&lt;br /&gt;
&lt;br /&gt;
==Golden Ramparts==&lt;br /&gt;
* &#039;&#039;&#039;21/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Golden Ramparts]] with an [[Golden Ramparts#Assurance|assurance]], related to the Rod and Shield, that has been helpfully uncovered by a scholar at the Icy Crag of the Eternal Sun.&lt;br /&gt;
&lt;br /&gt;
==Druj Miasma==&lt;br /&gt;
* &#039;&#039;&#039;16/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Druj miasma]] page, especially with reference to miasma pillars, so that it is less focused on information gained after the liberation of Reikos.&lt;br /&gt;
&lt;br /&gt;
==Cruelty==&lt;br /&gt;
* &#039;&#039;&#039;14/06/2023&#039;&#039;&#039;&lt;br /&gt;
Building on the commentary we added to the [[Iron Helms]] army page [[Iron_Helms#Composition|on cruelty]], we added the word &amp;quot;needless&amp;quot; to the [[Varushka#What the Varushkans are not|what the Varushkans are not]] section on the [[Varushka]] page.&lt;br /&gt;
&lt;br /&gt;
==Magic Quality==&lt;br /&gt;
* &#039;&#039;&#039;04/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve explicitly added a note that the ritual targeting ability of an army with the [[Army_qualities#Magic|magic quality]] can also target a region or fortification within a territory.&lt;br /&gt;
&lt;br /&gt;
==Haunted Quality==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve decided to remove the &#039;&#039;Haunted&#039;&#039; [[army qualities|army quality]]. There are no armies with this quality, and after extensive discussion we don&#039;t believe we would ever allow any future army to have it, either as a quality or an enchantment.&lt;br /&gt;
&lt;br /&gt;
==Farm Diversification==&lt;br /&gt;
* &#039;&#039;&#039;31/05/2023&#039;&#039;&#039;&lt;br /&gt;
Updated the [[Farm#Diversification|diversification]] section on the [[farm]] page to make it clearer that &amp;quot;herb&amp;quot; means one of the standard five magical herbs. Any opportunity that grants &amp;quot;herbs&amp;quot; will always mean the herbs gathered from a standard [[herb garden]] unless it explicitly says otherwise.&lt;br /&gt;
&lt;br /&gt;
==Wolves of Winter==&lt;br /&gt;
* &#039;&#039;&#039;26/05/2023&#039;&#039;&#039;&lt;br /&gt;
The magnitude of the ritual &#039;&#039;Wolves of Winter&#039;&#039; has been increased in line with our recent changes to rituals that affect the downtime campaign. The ritual is not in Imperial lore, but the database has been adjusted to reflect this change.&lt;br /&gt;
&lt;br /&gt;
==Whispers through the Black Gate==&lt;br /&gt;
* &#039;&#039;&#039;20/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Whispers_through_the_Black_Gate#Option|special liao option]] on the [[Whispers through the Black Gate]] ritual to make it explicit that the option is not available to orc casters.&lt;br /&gt;
&lt;br /&gt;
==Throne Appointment==&lt;br /&gt;
* &#039;&#039;&#039;17/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the part of the [[The_Throne#Appointment|Throne appointment]] that talks about changing support around and when the election ends inconclusively. The previous wording was a little misleading. &lt;br /&gt;
&lt;br /&gt;
==Navarr Warlocks==&lt;br /&gt;
* &#039;&#039;&#039;16/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the word &amp;quot;warlock&amp;quot; on the [[Navarr]] page. The word was very misleading and intended to be a synonym for &amp;quot;magician&amp;quot;, which is what we have replaced it with.&lt;br /&gt;
&lt;br /&gt;
==Commonwealth History==&lt;br /&gt;
* &#039;&#039;&#039;10/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the year of the formation of the [[Commonwealth#History|Commonwealth]] from 120YE to 105YE so that it is consistent with the background of [[Emperor Frederick]].&lt;br /&gt;
&lt;br /&gt;
==Throne Election==&lt;br /&gt;
* &#039;&#039;&#039;05/05/2023&#039;&#039;&#039;&lt;br /&gt;
Appointment of a Throne is [[Senate_motion#Constitutional_Vote|constitutional vote]]. We&#039;ve made it more explicit that the [[Assembly of the Nine]], as well as the [[General Assembly]], can [[veto]] the election of [[the Throne]]. We&#039;ve also added that one of the first things every Throne does is ratify their own appointment.&lt;br /&gt;
&lt;br /&gt;
==Marsh Commissions==&lt;br /&gt;
* &#039;&#039;&#039;19/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[commission]] page to indicate that the [[Commission#Marshes|problem of building on marshes]] has become permanent.&lt;br /&gt;
&lt;br /&gt;
==Dreams in the Witch House==&lt;br /&gt;
* &#039;&#039;&#039;14/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to [[Dreams in the Witch House]] inviting players to e-mail us before the event with information about territories they intend to scry so that we are more likely to have a response ready.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
* &#039;&#039;&#039;12/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the wiki to make it clear that characters who are nominated by the civil service to [[Sentinel_Gate#Prognostication|oversee a conjunction]] can delegate that authority to another character and that they are not expected to go on the conjunction if they don&#039;t want to do so. Any player who doesn&#039;t want to oversee a conjunction can contact plot@profounddecisions.co.uk to have the responsibility shifted to another character.&lt;br /&gt;
&lt;br /&gt;
==Endorsement==&lt;br /&gt;
* &#039;&#039;&#039;08/04/2023&#039;&#039;&#039;&lt;br /&gt;
Clarified the limits of [[endorsement|endorsing]] deals with eternals. An endorsement cannot support a deal made with an eternal that is under [[Alignment#Enmity|enmity]] &#039;&#039;at the time the deal is made&#039;&#039;. Amity or Neutrality cannot be retroactively applied.&lt;br /&gt;
&lt;br /&gt;
==Divination Rituals==&lt;br /&gt;
* &#039;&#039;&#039;06/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made matching updates to [[Clear Counsel of the Everflowing River]] and [[Combing the Beach]], Both rituals now require an effigy to perform, and that the question posed be submitted the previous night. The response to the ritual now comes when it is performed, rather than some time afterwards. You can find more details about the change on the [[Rules update 2023#Divination Ritual Updates|Rules update]] page.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Service==&lt;br /&gt;
* &#039;&#039;&#039;06/04/2023&#039;&#039;&#039;&lt;br /&gt;
We have taken the decision not to charge for the [[Dadford_Road_Campsite#Banbury_Shuttle_Service|shuttle service in 2023]]. We have no plans to charge for the shuttle in the future if the costs to run the service remain similar.&lt;br /&gt;
&lt;br /&gt;
==Regio and Portals==&lt;br /&gt;
* &#039;&#039;&#039;05/04/2023&#039;&#039;&#039;&lt;br /&gt;
We made some adjustments to [[detect magic]] and [[operate portal]] to lay out their functionality when it comes to detecting and identifying [[regio]] and the portals that lie within them. We included in operate portal the mechanics of accessing the Hall of Worlds (copied from the regio page), given how commonly that spell effect is used by magicians.&lt;br /&gt;
&lt;br /&gt;
==Military Rituals==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several updates to rituals that involve [[Army|armies]] and [[fortification|fortifications]]. The [[Rules_update_2023#Military_Rituals|Rules Update 2023]] page goes through these changes in detail. The rituals affected are [[Knights of Glory]], [[Bound by Common Cause]], [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]], [[Dripping Echoes of the Fen]], [[The Basalt Citadel]], [[Golden Ramparts]] and [[Stone&#039;s Unyielding Defiance]].&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also modified [[Clarity of the Master Strategist]], [[Quickening Cold Meat]], and the non-Imperial ritual &#039;&#039;&#039;Footsteps of the Fallen&#039;&#039;&#039; to change the [[roleplaying effects]] experienced by the [[general]] targeted by the [[enchantment]].&lt;br /&gt;
&lt;br /&gt;
==Resources and Conquered Territories==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the way [[fleet|fleets]] and [[military unit|military units]] interact with the [[Resource#Conquered_Territories|conquered territory]] rules. Previously these two resources had been exempt from the penalty for being in a conquered territory; we&#039;ve removed that exemption. You can read more about this change in the [[Rules_update_2023#Military_Units_and_Fleets|rules update]].&lt;br /&gt;
&lt;br /&gt;
==Venom==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve clarified the [[Calls#VENOM|VENOM]] call to make it explicit that if you are [[Combat#Dying|dying]] and have less than thirty seconds to live when you are hit by venom, then you should continue with your current count - gaining the venom condition &#039;&#039;never&#039;&#039; increases the time remaining if you were already dying.&lt;br /&gt;
&lt;br /&gt;
==Spring Rituals==&lt;br /&gt;
* &#039;&#039;&#039;23/03/2023&#039;&#039;&#039;&lt;br /&gt;
The effects of [[Fan the Flame of New Life]] have been significantly changed, and we&#039;ve removed the &#039;&#039;&#039;Midwife&#039;s Recourse&#039;&#039;&#039; ritual from the game. Discussion of and explanation for these changes can be found on the [[Rules_update_2023#Spring_Rituals|Rules update 2023]]page. We also added a medicine section to the [[Technology#Medicine|Technology]] page, and a section on the [[Healing in Empire#Pregnancy and childbirth|healing in Empire]] page.&lt;br /&gt;
&lt;br /&gt;
==COVID Safety==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[entry requirements]] and the rules for [[COVID safety]] for our events in 2023.&lt;br /&gt;
&lt;br /&gt;
==Bow Safety==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
We have overhauled the rules for [[bow safety]] at Empire. Please make sure you read and understand the new rules if you use a bow or crossbow at any point at the events.&lt;br /&gt;
&lt;br /&gt;
==Blood of the Hydra==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
[[Blood of the Hydra]] has been amended to make it explicit that it is intended for the treatment of limbs ruined by effects such as [[Calls#CLEAVE|CLEAVE]] or the like. It cannot be used to regrow internal or damaged organs, and is only useful for traumatic wounds when explicitly called out. Damaged internal organs are very much intended to be in the purview of the [[Surgical skills#Physick|physick]], and regenerating or replacing them magically is a much more significant use of magic than simply repairing a limb ruined by a sword. &#039;&#039;&#039;(23/03/2023)&#039;&#039;&#039; Further discussion of this change can be found [[Rules_update_2023#Reasoning:_Blood_of_the_Hydra|here]].&lt;br /&gt;
&lt;br /&gt;
==Chimes of Annulment==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the casting time on [[Chimes of Annulment]] to be 2 minutes rather than 5, to bring it in to line with other rituals.&lt;br /&gt;
&lt;br /&gt;
==Knight-protector Declination==&lt;br /&gt;
* &#039;&#039;&#039;10/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Knight-protector#Appointment|Knight-protector]] [[Imperial title]] about what happens if someone wins the tourney but declines to take the title.&lt;br /&gt;
&lt;br /&gt;
==Vital Strength of the Earth==&lt;br /&gt;
* &#039;&#039;&#039;09/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected an error in [[Vital Strength of the Earth]] which had the increased magnitude for additional targets at 5, rather than 24.&lt;br /&gt;
&lt;br /&gt;
==Lineage in Play==&lt;br /&gt;
* &#039;&#039;&#039;08/03/2023&#039;&#039;&#039;&lt;br /&gt;
We added some material about gaining (and losing) lineage after character creation. There&#039;s a section on the [[lineage#Gaining_lineage_in_play|lineage]] page, and sections on each of the individual lineage pages in the &#039;&#039;Imperial (lineage)&#039;&#039; sections.&lt;br /&gt;
&lt;br /&gt;
==Liao and PLV==&lt;br /&gt;
* &#039;&#039;&#039;08/03/2023&#039;&#039;&#039;&lt;br /&gt;
Additional information about [[Liao#True Liao|true liao]] has been added to the [[liao]] page. We&#039;ve also added a new page laying out the procedures and mechanics involved in having a [[past life vision]].&lt;br /&gt;
&lt;br /&gt;
==Card Wording==&lt;br /&gt;
* &#039;&#039;&#039;02/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the rules about [[Game_items#Cards|cards]] pointing out that when a game item card and the rules on the wiki differ, the rules take precedence. Usually this is because a card was printed during an earlier iteration of the rules.&lt;br /&gt;
&lt;br /&gt;
==Auras==&lt;br /&gt;
* &#039;&#039;&#039;01/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a few updates to the [[aura]] page. [[Aura#Durable Auras|Durable auras]] are now auras that last indefinitely unless replaced, and we&#039;ve specified [[Aura#Strong Auras|strong auras]] as being auras with a strength higher than one. We&#039;ve also explicitly called out that the [[insight]] skill does [[Aura#Virtue|not reveal]] which (if any) virtue or malign spiritual presence an aura is tied to. Finally, we&#039;ve added a section giving some information about [[Aura#Spontaneous Auras|spontaneous auras]] to the page.&lt;br /&gt;
&lt;br /&gt;
==Booking IC Spaces==&lt;br /&gt;
* &#039;&#039;&#039;28/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the facility for characters to book IC spaces at the event - the Hub, Hall of Worlds, Military Council and Senate - when not in use for official business. We&#039;ve added a section to the page on [[Anvil#Booking_Civil_Service_Spaces|Anvil]] to explain how this works and how to make a booking.&lt;br /&gt;
&lt;br /&gt;
==Dreams in the Witch House==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the description of the ritual effect for [[Dreams in the Witch House]] to bring it more into line with the way the ritual is actually working in the field.&lt;br /&gt;
&lt;br /&gt;
==Eye of the High Places==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the requirement for this ritual to be performed in a powerful Day [[regio]], to bring it into line with [[Eyes of the Sun and Moon]] and [[Dreams in the Witch House]].&lt;br /&gt;
&lt;br /&gt;
==Align the Celestial Net==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight tweak to [[Align the Celestial Net]] to bring it into line with [[Wind of Mundane Silence]]. Neither ritual can be performed by a coven that is drawing on the power of the target [[regio]] to allow them to cast the ritual.&lt;br /&gt;
&lt;br /&gt;
==Army Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;23/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the casting time of rituals that target Imperial Armies to 10 minutes, with the new rule about using the Imperial regio to reduce the casting time to 5 minutes. So far the affected rituals are [[Bound by Common Cause]], [[Brotherhood of Tian]], [[Why Sulemaine Walked Away From The Baker]], [[Eyes of the Hills]], and [[Mystic_scrolls_of_Estavus#Machines_of_Destruction|Machines of Destruction]].This brings them into line with the other army enchantment rituals.&lt;br /&gt;
&lt;br /&gt;
==Longer Rituals==&lt;br /&gt;
*&#039;&#039;&#039;23/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added an additional power to the [[Regio#The Imperial Regio|Imperial Regio]]. Any ritual with a casting time of at least 10 minutes can be cast in 5 minutes instead when using the Imperial regio. We&#039;re updating existing ritual pages to include a reminder of this effect. We&#039;ve added a note to the &amp;quot;imperial enchantments&amp;quot; ([[Bright Eyes Gleam in the Depths]], [[Hallow of the Green World]], and [[Wondrous Forests of the Night]]) to indicate that they do not have their casting time reduced by the Imperial regio.&lt;br /&gt;
&lt;br /&gt;
==Phial of the Sun / Bloodcloak==&lt;br /&gt;
* &#039;&#039;&#039;22/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the rules text for the [[Phial of the Sun]] and [[Bloodcloak]] [[magic items]] to make it explicit that they only duplicate the effect of the five traditional magical [[herb|herbs]];  [[Bladeroot]], [[Cerulean Mazzarine]], [[Imperial Roseweald]], [[Marrowort]], and [[True Vervain]]. While other substances might be described as herbs, they are distinct from the five herbs used by [[Surgical skills#Physick|physicks]] that these magic items can replicate.&lt;br /&gt;
&lt;br /&gt;
==Navarr Are Not...==&lt;br /&gt;
* &#039;&#039;&#039;15/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a new bullet point to [[Navarr#What_the_Navarr_are_not|What the Navarr are not]] making it clear that while the [[Navarr]] are merciless toward their enemies, they are just as law abiding as any other Imperial nation.&lt;br /&gt;
&lt;br /&gt;
==Conclave Changes==&lt;br /&gt;
* &#039;&#039;&#039;11/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made extensive changes to the [[Conclave]]. This touches on the way a [[Conclave session]] is organised, all the [[declaration|declarations]], and almost all of the [[Imperial title|titles]] associated with the Conclave, as well as [[the Throne]]. Rather than repeat them here, you can find a summary of the changes on the [[Rules_update_2023#Conclave_Changes|Rules update 2023]] page.&lt;br /&gt;
&lt;br /&gt;
==Advisor on the Vallorn==&lt;br /&gt;
* &#039;&#039;&#039;11/02/2023&#039;&#039;&#039;&lt;br /&gt;
As part of the updates to the [[Conclave]], we&#039;ve removed the power of the [[Advisor on the Vallorn]] to raise a free [[Declaration]] of [[Interdiction]].&lt;br /&gt;
&lt;br /&gt;
==Unstoppable and Pretending to be Dead==&lt;br /&gt;
* &#039;&#039;&#039;19/01/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the rules for [[Heroic_skills#Unstoppable|Unstoppable]]. We haven&#039;t change the rules, but we&#039;ve tried to make the intent behind the skill use clearer. We&#039;ve also rolled in some points from the [[Rules FAQ]] as having information about a skill in two places can be unhelpful.&lt;br /&gt;
&lt;br /&gt;
At the same time, we&#039;ve made the rule about pretending to be dead or dying more prominent by moving it to the section of the rules dealing with [[Combat#Dying|dying]].&lt;br /&gt;
&lt;br /&gt;
==Operating Portals==&lt;br /&gt;
* &#039;&#039;&#039;11/01/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a few minor edits to [[operate portal]] and related effects (specifically the [[Ambassadorial Gatekeeper]] ritual) to make it clearer that you can&#039;t bring along additional living creatures even if they are [[combat#Dying|dying]] or [[Combat#Terminal|terminal]]. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added a note to the [[Knight-protector#Banner_of_the_Season|Banner of the Season]] power of the [[Knight-protector]] [[Imperial title]] that the Summer Banner is specifically more potent than the others, as there had been some confusion around the fact the item is notably different to the other three.&lt;br /&gt;
&lt;br /&gt;
==Necessary Details==&lt;br /&gt;
* &#039;&#039;&#039;27/09/2022&#039;&#039;&#039;&lt;br /&gt;
We added a note to the [[Commission#Necessary_Details|necessary details]] section on the [[commission]] page making it explicit that in the absence of details about the cost of a commission, the civil service will always assume it is the minimum size allowed for such a commission.&lt;br /&gt;
&lt;br /&gt;
==Accoutrements of War==&lt;br /&gt;
* &#039;&#039;&#039;16/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a boxout to the [[Mystic_scrolls_of_Estavus#Accoutrements_of_War|Accoutrements of War]] ritual making it clearer that the special production granted by the [[enchantment]] &#039;&#039;only&#039;&#039; applies to paid work, not to every action under the independent action dropdown.&lt;br /&gt;
&lt;br /&gt;
==Cardinals and Assemblies==&lt;br /&gt;
* &#039;&#039;&#039;15/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[cardinal]] page in the [[Cardinal#Appointment|appointment]] section reinforcing the idea that a cardinal must be a member of the [[Assembly#The_Virtue_Assemblies|assembly]] they lead. Changing assembly (perhaps through [[Congregation#Downtime_Options|preaching]] in downtime) means the cardinal forfeits their title. Likewise, someone without a [[congregation]] who gains membership of an assembly through the votes granted by a [[sinecure]] cannot become cardinal because as soon as they do, they lose their former [[Imperial title]] and no longer meet the criteria to be cardinal. Both are very edge cases, but are worth bearing in mind.&lt;br /&gt;
&lt;br /&gt;
==Imperial Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;15/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the magnitude of the three [[:Category:Imperial Enchantment|Imperial enchantments]] up from 160 to 200. In-character magical scholars believe this is due to the increasing size of the Empire, and might have been heralded by a [[A_yellow_star_hung#A_Light_that_Never_Goes_Out|subtle conjunction]] of the esoteric [[Astronomancy#Constellations|constellations]] of [[the Key]] and [[the Lock]] during the Autumn Equinox. Out-of-character this is because we want to keep these rituals challenging, and the former magnitude is no longer as difficult to achieve as it was when the game began.&lt;br /&gt;
&lt;br /&gt;
We also took the opportunity to change how [[Hallow of the Green World]] works. Previously the coven had to choose which herb the herb gardens would create. This is because when we first created these rituals we didn&#039;t have the ability to add random herbs to resources. Now that we do, we&#039;ve update the ritual to work a little bit more like [[Bright Eyes Gleam in the Depths]] and [[Wondrous Forests of the Night]] whose bonus production is set by the base resource rather than being chosen.&lt;br /&gt;
&lt;br /&gt;
==Cruel Quality==&lt;br /&gt;
* &#039;&#039;&#039;06/09/2022&#039;&#039;&#039;&lt;br /&gt;
In July, we made a change to the [[Army qualities#Cruel|Cruel]] quality which we forgot to document at the time. Rather than an army with this quality automatically revealing it to everyone in a territory, it is only noticeable when it actively takes the [[Army_qualities#Cruel|Merciless Assault]] order. This change was made to bring the description of the quality into line with how it was actually working in terms of the downtime campaign.  &lt;br /&gt;
&lt;br /&gt;
==Clear Lens and Shadowed Glass==&lt;br /&gt;
* &#039;&#039;&#039;04/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the line &amp;quot;&#039;&#039;A detect magic spell may occasionally reveal if there is specific, additional information in a specific location&#039;&#039;&amp;quot; from both [[Clear Lens of the Eternal River]] and [[Shadowed Glass of Sung]] because it was misleading; our intention was to allow some space for plot writers to create specific results from these rituals for their plots taking place on Anvil, but this has proved to be impractical. &lt;br /&gt;
&lt;br /&gt;
==Parliament of Owls==&lt;br /&gt;
* &#039;&#039;&#039;04/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updates the [[Raven_Seer#Parliament_of_Owls|Parliament of Owls]] power of the [[Raven Seer]] to make it clear there is only one copy of this ritual text and the Raven Seer is expected to hand it to their successor.&lt;br /&gt;
&lt;br /&gt;
==Briar Bark==&lt;br /&gt;
* &#039;&#039;&#039;04/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight update to [[Briar#Patches_of_bark|patches of bark]] on the [[briar]] page. &amp;quot;While tree bark can come in a variety of colours and textures, briar bark is rough, and predominantly brown.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Shroud of Fog and Ravens==&lt;br /&gt;
* &#039;&#039;&#039;19/08/2022&#039;&#039;&#039;&lt;br /&gt;
As noted in the &#039;&#039;&#039;[[Of_earth_and_sky#Game_Information|Of earth and sky]]&#039;&#039;&#039; wind of war, we&#039;re removing the ritual &#039;&#039;Shroud of Fog and Ravens&#039;&#039; from the game. Unfortunately, this ritual is completely incompatible with Empire&#039;s magic theory and was a remnant from the very first years of the game before we had nailed down all these elements. As a consequence we are removing this ritual. Any character who has it mastered will now have an empty &amp;quot;slot&amp;quot; for mastering new rituals. The in-character explanation is that the recent conjunction of the Lock has rendered the ritual unworkable, taking away whatever strange power it relied on. We will continue to reject attempts to create similar effects in this realm using arcane projections; it is not possible to enchant armies in this way with [[Night magic]].&lt;br /&gt;
&lt;br /&gt;
==Bright Lantern of Ophis==&lt;br /&gt;
* &#039;&#039;&#039;11/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added an additional line to the [[Bright_Lantern_of_Ophis#Performing_the_Ritual|performing the ritual]] section of [[Bright Lantern of Ophis]] to make it more clear that the ritual cannot be used to target other territories using the Anvil regio.&lt;br /&gt;
&lt;br /&gt;
==Castellan of Spiral Castle==&lt;br /&gt;
* &#039;&#039;&#039;10/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected an error around the election of [[Castellan of Spiral Castle]] which suggested it would be appointed in Winter when the text indicates the appointment is (correctly) Autumn. &lt;br /&gt;
&lt;br /&gt;
==Improving Opportunities==&lt;br /&gt;
* &#039;&#039;&#039;07/08/2022&#039;&#039;&#039;&lt;br /&gt;
We added a section to the page on [[opportunity|opportunities]] explaining that it&#039;s rarely possible to simply [[Opportunity#Amending._Improving.2C_and_Upgrading|improve a commission]] gained via an opportunity. &lt;br /&gt;
&lt;br /&gt;
==Visions==&lt;br /&gt;
* &#039;&#039;&#039;03/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made it explicit that the visions received from [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] and [[Signs and Portents]] are the same. If you experience one, you get the same vision from all other incidences of these kinds of visions for the rest of the event.&lt;br /&gt;
&lt;br /&gt;
==Concedence==&lt;br /&gt;
* &#039;&#039;&#039;29/7/2022&#039;&#039;&#039;&lt;br /&gt;
The Constitutional Court have issued new guidance on the use of [[Powers_of_the_Imperial_Senate#Concedence|concedence]] by the Imperial Senate. The new guidance grants national assemblies the right to veto a motion that cedes a region or territory assigned to that nation. This new guidance does not cover any concedence already passed by the Imperial Senate, it is not a retrospective change, it applies to any motion of Concedence passed by the Imperial Senate from Summer 384YE and onwards.&lt;br /&gt;
&lt;br /&gt;
==Raising an Army==&lt;br /&gt;
* &#039;&#039;&#039;29/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve amended the rules to make clear that you can only raise an army in a territory of that nation. Nobody has ever tried to raise an army somewhere else, but we wanted to be clear that that is not possible.&lt;br /&gt;
&lt;br /&gt;
==Consecration==&lt;br /&gt;
* &#039;&#039;&#039;20/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Consecration#Performance|performance]] section of the [[consecration]] skill to make it clearer that &amp;quot;letting a referee know in advance&amp;quot; means &amp;quot;during an event&amp;quot; rather than &amp;quot;prior to the event.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Challenge the Iron Duke==&lt;br /&gt;
* &#039;&#039;&#039;14/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a paragraph to the [[Challenge_the_Iron_Duke#OOC_Elements|out-of-character section]] of [[Challenge the Iron Duke]] to help players better manage their expectation of the kind of challenge or boon the ritual might provide.&lt;br /&gt;
&lt;br /&gt;
==Abrogation==&lt;br /&gt;
* &#039;&#039;&#039;13/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Powers_of_the_Imperial_Senate#Abrogation|abrogation]] power of the Senate to make it clearer that when a [[commission]] is abrogated the exact effects depend on the nature of the structure affected, but generally result in the loss of any production following the summit where the motion is passed.&lt;br /&gt;
&lt;br /&gt;
==Preaching and Virtue==&lt;br /&gt;
* &#039;&#039;&#039;13/07/2022&#039;&#039;&#039;&lt;br /&gt;
The Imperial Senate [[384YE_Spring_Equinox_Senate_sessions#Amend_membership_of_virtue_assemblies|voted]] during the Spring Equinox to change how membership of a [[Assembly#The_Virtue_Assemblies|Virtue Assembly]] was determined from relying solely on [[dedication]] to use of the new &#039;&#039;[[Congregation#Downtime Options|preach]]&#039;&#039; downtime option. We&#039;ve updated the [[congregation]] and [[Assembly]] pages appropriately, as well as adding additional information to [[Synod#History|history of the Imperial Synod]], [[Imperial_Orcs_religious_beliefs#Membership_of_the_Virtue_Assemblies|Imperial Orcs religious beliefs]] and [[preachers]] pages. There are also a number of minor edits to other pages talking about the Virtue assemblies to reflect the changes.&lt;br /&gt;
&lt;br /&gt;
==IC Tents==&lt;br /&gt;
* &#039;&#039;&#039;12/07/2022&#039;&#039;&#039;&lt;br /&gt;
We have discovered that the range of tents marketed as Oxford Canvas has grown to include a small number of tents that don&#039;t meet our minimum requirements for the in-character field because the colour and thickness of the material they are made from looks too much like plastic. We&#039;ve clarified the [[Costume|rules]] to make clear that these types of tent are not allowed because of this.&lt;br /&gt;
&lt;br /&gt;
We do understand that the tents are appealing because they are cheap and light, but we have to have a cut-off at some point otherwise we would have to allow any tent in the IC area. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve created an amnesty to allow these ultra-light sandstone bell tents to be used for the remainder of 2022 to remove any immediate need to change.&lt;br /&gt;
&lt;br /&gt;
==Naga Scales==&lt;br /&gt;
* &#039;&#039;&#039;06/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to [[Naga#Scaled_Skin|scaled skin]] under naga reminding players to be sensitive to real-world considerations when choosing the colour scheme for their scales.&lt;br /&gt;
&lt;br /&gt;
==Artisan&#039;s Oil==&lt;br /&gt;
* &#039;&#039;&#039;05/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the time required to use [[Artisan&#039;s Oil]] to ten seconds on the wiki, to bring it in line with what the majority of the item cards say.&lt;br /&gt;
&lt;br /&gt;
==Ephisis&#039; Scale==&lt;br /&gt;
* &#039;&#039;&#039;24/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a few tweaks to [[Ephisis&#039; Scale]], primarily around managing expectations and being more explicit about what will, and will not, be considered by the ritual effect.&lt;br /&gt;
&lt;br /&gt;
==Mage Armour Masks==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added &amp;quot;&#039;&#039;mask&#039;&#039;&amp;quot; to the standard pieces that count toward a suit of [[Weapons_%26_armour#Mage_Armour|mage armour]].&lt;br /&gt;
&lt;br /&gt;
==Plenipotentiary==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the [[archmage]] power of [[Archmage#Plenipotentiary|plenipotentiary]] to make it clearer that the more specific a message is, the more likely it is to result in [[Archmage#Parley|parley]].&lt;br /&gt;
&lt;br /&gt;
==Drawing the Penumbral Veil==&lt;br /&gt;
* &#039;&#039;&#039;10/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Piercing Light of Revelation]] ritual to make it explicit that the ritual does not automatically reveal the magnitude of a shroud on a territory.&lt;br /&gt;
&lt;br /&gt;
==Fane==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2022&#039;&#039;&#039;&lt;br /&gt;
We added a note that the new [[fane]] commission can currently be built only by the [[Senate]] or a title that can commission &#039;&#039;anything&#039;&#039;. This is both because it is a specific, new kind of commission, and because it uses the Senate power of [[Powers_of_the_Imperial_Senate#Concedence|concedence]].&lt;br /&gt;
&lt;br /&gt;
==Penumbral Watcher==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the [[Penumbral_Watcher#Shadow_Well|Shadow Well]] power of the [[Penumbral Watcher]] so that it is a &amp;quot;magical effect&amp;quot; that targets an allied [[spy network]] rather than a &amp;quot;territory enchantment&amp;quot; to better reflect how it actually works. If it &#039;&#039;was&#039;&#039; an enchantment on the territory, it would be obvious to the Empire&#039;s enemies, and could be removed with any territory enchantment they cared to place themselves.&lt;br /&gt;
&lt;br /&gt;
==Brass Coast Tally==&lt;br /&gt;
* &#039;&#039;&#039;01/06/2022&#039;&#039;&#039;&lt;br /&gt;
Following on from a statement of principle in the Brass Coast National Assembly, we&#039;ve [[384YE_Spring_Equinox_winds_of_fortune#Sails_of_Fire|changed]] how the [[Tally of the Votes]] is done for Brass Coast national positions appointed through the Bourse. It&#039;s no longer required that a character engage in privateering to vote for such titles; ownership of a [[fleet]] resource is sufficient.&lt;br /&gt;
&lt;br /&gt;
==Anointing and informed consent==&lt;br /&gt;
* &#039;&#039;&#039;01/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve (again) updated [[anointing]]. A target does not need to be aware of what virtue they are being anointed with, but they &#039;&#039;must&#039;&#039; be aware that your ceremony is an anointing that will create a personal aura on them.&lt;br /&gt;
&lt;br /&gt;
==Vallornspawn Husk Insight==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to the [[vallornspawn husk]] page relating to use of the [[insight]] ceremony. It talks about the [[Vallornspawn_husk#Insight|contradictory results]] received when using the ceremony on bodies animated by the vallorn.&lt;br /&gt;
&lt;br /&gt;
==Election Schedule==&lt;br /&gt;
* &#039;&#039;&#039;25/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve [[New_Imperial_titles#Term|updated the wiki]] to make clear that the civil service set what event a title is elected on, if the title is reappointed each year. In practice titles have usually worked this way anyway - for example Bourse seats are all done together and so forth, but we have made clear that new Imperial titles are subject to this rule in all cases. We&#039;ve done this because we need to be able to spread elections out through the year for the smooth running of the game.&lt;br /&gt;
&lt;br /&gt;
==Sinecure==&lt;br /&gt;
* &#039;&#039;&#039;13/05/2022&#039;&#039;&#039;&lt;br /&gt;
Added a small section to the [[sinecure]] page explaining how [[sinecure#production|production]] of resources works.&lt;br /&gt;
&lt;br /&gt;
==Titles, Tenure, and Ownership==&lt;br /&gt;
* &#039;&#039;&#039;12/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some edits to the way [[tenure]] works for [[Imperial title|Imperial titles]], along with a short box-out explaining the reasons for the change. We&#039;ve also added a new section called [[Imperial_title#Ownership|ownership]] which is intended to help manage the expectation of players who gain Imperial titles during the game.&lt;br /&gt;
&lt;br /&gt;
==Dedication==&lt;br /&gt;
* &#039;&#039;&#039;11/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the overview of the [[Dedication#Overview|dedication]] page to remove an incorrect reference to only priests who are undedicated being able to remove a dedication.&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
==Anointing and informed consent==&lt;br /&gt;
* &#039;&#039;&#039;04/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated [[anointing]] to make it clearer that a target must be aware of what virtue they are being anointed with. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Imperial Orc Wayleave==&lt;br /&gt;
* &#039;&#039;&#039;18/04/2022&#039;&#039;&#039;&lt;br /&gt;
Fixed the error on the Imperial Orc Wayleave that had them only able to commission once a year. While the title is appointed in the Autumn Equinox it can announce one commission each season.&lt;br /&gt;
&lt;br /&gt;
==Foam and Trees==&lt;br /&gt;
* &#039;&#039;&#039;17/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the line &amp;quot;The civilian population of a territory will certainly be affected by this ritual&amp;quot; to both [[Foam and Spittle of the Furious Sea]] and [[Thunderous Tread of the Trees]].&lt;br /&gt;
&lt;br /&gt;
==Mountain Remembers Its Youth==&lt;br /&gt;
* &#039;&#039;&#039;17/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made it clearer that [[Mountain Remembers Its Youth]] affects fortifications alongside Imperial armies as this wasn&#039;t clear from the effect text.&lt;br /&gt;
&lt;br /&gt;
==Rivers Run Red / Rivers of Life==&lt;br /&gt;
* &#039;&#039;&#039;14/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line &amp;quot;&#039;&#039;The civilian population of a territory will certainly be affected by this ritual.&#039;&#039;&amp;quot; to the [[Rivers Run Red]] and [[Rivers of Life]] rituals to make it clear that these rituals  will have an effect on the civilian population of a territory, not only the Imperial armies there.&lt;br /&gt;
&lt;br /&gt;
==Hand of the Maker and Stamps==&lt;br /&gt;
* &#039;&#039;&#039;13/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated [[Hand of the Maker]] to make it explicit that the special message used with [[Call Winged Messenger]] can be evaluated with this ritual as it has a Profound Decisions ID number.&lt;br /&gt;
&lt;br /&gt;
==COVID Safety==&lt;br /&gt;
* &#039;&#039;&#039;24/03/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the wiki with our [[COVID safety]] measures for our events this year. Our plan is to review these measures and update many of them on the run up to each event on the basis of current conditions.&lt;br /&gt;
&lt;br /&gt;
==Sinecure Production==&lt;br /&gt;
* &#039;&#039;&#039;23/03/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[sinecure]] page to make it clear that you still gain the production even if you didn&#039;t attend the event.&lt;br /&gt;
&lt;br /&gt;
==Conduct Overhaul==&lt;br /&gt;
* &#039;&#039;&#039;20/03/2022&#039;&#039;&#039;&lt;br /&gt;
We have rewritten the Profound Decisions [[conduct]] policy. The page on [[conduct]] defines the rules that we expect all participants to follow, [[reporting a conduct problem]] provides information on the process for reporting any issue you have, and [[sanctions]] describes the steps we can take in response. We have also updated the text for the [[must-avoid policy]] to reflect the new changes. There is a description of the key changes and some of the reasoning on our [[Rules_update_2021#Conduct_Overhaul|rules update 2022]] page.&lt;br /&gt;
&lt;br /&gt;
==Sutannir==&lt;br /&gt;
* &#039;&#039;&#039;17/03/2022&#039;&#039;&#039;&lt;br /&gt;
We have added a new wiki page devoted to the [[sutannir]], [[archetype|archetypal]] Freeborn priest who focuses on encouraging celebration and festivities. We&#039;ve also updated [[the Brass Coast religious beliefs]] page with new information to complement the updates to the sutannir page. &lt;br /&gt;
&lt;br /&gt;
==Public Auction==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve significantly reduced the scale and scope of the public auctions carried out by civil servants at events. From now on, the auction will be restricted to lots of bourse resources, the bourse seats themselves, and a dose of true liao. A more detailed explanation of the changes and reasoning are [[Rules update 2021|presented here]].&lt;br /&gt;
&lt;br /&gt;
==Sanctioned Events==&lt;br /&gt;
* &#039;&#039;&#039;07/02/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several edits to our [[sanctioned events]] page, splitting some of the information onto a separate [[Sanctioned event advice]] page aimed at organisers. The main changes are around the definitions of sanctioned event styles, and the rule that all sanctioned events take place in the same chronological order in-character that they do out-of-character.&lt;br /&gt;
&lt;br /&gt;
==Downtime Roleplaying and Coronavirus==&lt;br /&gt;
* &#039;&#039;&#039;27/01/2022&#039;&#039;&#039;&lt;br /&gt;
We removed the relaxed rules about online roleplaying during lockdown from the wiki, and edited references to them. The normal rules about roleplaying [[online]] and in [[downtime]] are now back in full effect.&lt;br /&gt;
&lt;br /&gt;
==Wind of Mundane Silence==&lt;br /&gt;
* &#039;&#039;&#039;26/01/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the idea that the [[Wind of Mundane Silence]] can only be used to affect a powerful [[regio]]. The ritual will destroy &#039;&#039;any&#039;&#039; regio it is performed at.&lt;br /&gt;
&lt;br /&gt;
==Fish People==&lt;br /&gt;
* &#039;&#039;&#039;16/01/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Merrow]] page under &amp;quot;[[Merrow#What they are not|what they are not]]&amp;quot; to indicate that they are not fish people.&lt;br /&gt;
&lt;br /&gt;
==Emphasising Agramant==&lt;br /&gt;
* &#039;&#039;&#039;13/01/2022&#039;&#039;&#039;&lt;br /&gt;
We’ve made a change to the setting we want to let you know about. From this point forward, the eternal who has been primarily known by the name Wendigo will be more commonly known as [[Agramant]]. Likewise we&#039;re changing the name of the Wendigo&#039;s Bargain item to [[Agramant&#039;s Bargain]]. &lt;br /&gt;
&lt;br /&gt;
We are not changing anything else about the character or tendencies of this eternal, but we are de-emphasising the name Wendigo. Agramant has always been one of Wendigo&#039;s names - so we&#039;ve chosen to emphasise it as the &amp;quot;preferred&amp;quot; name for the eternal on the wiki from now on.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve done this for several reasons. We&#039;ve been aware for a while of some concerns about the [https://en.wikipedia.org/wiki/Wendigo origin of the name],  and what that implies for our use of the eternal. We’ve reflected on that feedback and noted that while many of the other eternals make references (at variable subtlety levels) to literary, mythological, or gaming sources, Wendigo was the only one we know of with a name that is directly featured in a real-world belief system. There are no eternals called Hades, Hel, or Balor for example.&lt;br /&gt;
&lt;br /&gt;
For the time being, the name Wendigo will remain one of Agramant’s less-widely used sobriquets. We&#039;d like people to adopt this de-emphasising approach over time rather than treating this as a retcon or sudden break - for example, we know that many characters have written a lot of material about this eternal. It isn&#039;t suddenly off brief or wrong to use the original name, and there&#039;s no need to reprint IC booklets that use the name Wendigo. The name will remain one of Agramant&#039;s less widely used soubriquets. From this point forward, the eternal who has been primarily known by the name Wendigo will be more commonly known as Agramant. &lt;br /&gt;
&lt;br /&gt;
==Archiving Wiki Updates==&lt;br /&gt;
* &#039;&#039;&#039;12/02/2022&#039;&#039;&#039;&lt;br /&gt;
We archived wiki updates prior to 2019. The page had long since become unwieldy due to the sheer volume of entries, and in several cases the page listed updates that were out of date or superseded by later updates. Wiki updates prior to 2019 are now held on the [[Archive:Wiki_updates_to_2018|previous wiki updates]] page in the Archive namespace.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
* &#039;&#039;&#039;11/01/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some edits to the [[General FAQ]], and deleted both the &#039;&#039;obscure questions&#039;&#039; and &#039;&#039;new player FAQ&#039;&#039; pages. Most of the questions covered by those pages have been folded into the remaining sections.&lt;br /&gt;
&lt;br /&gt;
==Calls and Blows==&lt;br /&gt;
* &#039;&#039;&#039;03/11/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added some words to [[Calls]] to make it clear that you can only make one call with each blow you strike.&lt;br /&gt;
&lt;br /&gt;
==Iron Qanat==&lt;br /&gt;
* &#039;&#039;&#039;26/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Segura]] page to include the presence of the Iron Qanat; this has also required a note on the [[Construct Iron Qanat II]] Senate motion that the [[great work]] is in Sobral Grasses not Yellow Chase.&lt;br /&gt;
&lt;br /&gt;
==Battle Safety==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some edits to streamline the [[Event safety#Battle Safety|Battle Safety]] section on the [[Event safety]] page.&lt;br /&gt;
&lt;br /&gt;
==Heroic Skills==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the [[heroic skills]] overview reiterating that skills such as [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Mortal Blow|mortal blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]] cannot be used with [[Weapons_%26_armour#Implements|mage implements]].&lt;br /&gt;
&lt;br /&gt;
==Illegal Orders==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a short section to the [[general]] page about [[army orders]] that are in-character illegal and how they are handled.&lt;br /&gt;
&lt;br /&gt;
==Orders that Break the Rules==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a clarification to the [[army orders]] page about what happens if a general accidentally submits a set of orders that break the rules on war.&lt;br /&gt;
&lt;br /&gt;
==Imperial Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;13/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some adjustments to the [[:Category:Imperial Enchantment|Imperial enchantments]] - [[Wondrous Forests of the Night]], [[Hallow of the Green World]], and [[Bright Eyes Gleam in the Depths]]. The main change is to modify the &#039;&#039;effect&#039;&#039; of these rituals to better reflect how they actually operate - that they create powerful but unpredictable secondary effects as well as the more predictable effect on production of resources. We&#039;ve also expanded their history a little in the &#039;&#039;description&#039;&#039; sections in the wake of the recent [[#Finalized Urizen Update|Urizen update]].&lt;br /&gt;
&lt;br /&gt;
==Finalised Urizen Update==&lt;br /&gt;
* &#039;&#039;&#039;28/09/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve finalised the Urizen update. Mostly this has meant removing the stubs from the pages but we&#039;ve made a small number of changes to the content based on player feedback.&lt;br /&gt;
* The [[sword scholar]] section about [[Sword scholar#Costume|costume]] has been edited to remove unnecessary references and make it clearer what kind of weapons and armour the sword scholars favour.&lt;br /&gt;
* We modified some of the wording on the [[Urizen look and feel]] page to hopefully make it clearer&lt;br /&gt;
* We updated the [[costume]] page to make the wording around [[costume#Less Appropriate Costume|less appropriate]] and [[Costume#Inappropriate Costume|inappropriate]] costume clearer.&lt;br /&gt;
* We clarified the rules on guy ropes in the [[Costume#In-Character Tents|In-Character Tents]] section of the [[costume]] page.&lt;br /&gt;
* We modified the details of the [[Some_heavenly_music#Net_of_Gossamer_Chains|Net of Gossamer Chains]] ritual in the [[Some heavenly music]] wind of fortune&lt;br /&gt;
* We&#039;ve moved the content regarding the Urizen Spring Festival to the [[Urizen culture and customs#Spring Flower Festival|culture and customs]] page.&lt;br /&gt;
&lt;br /&gt;
==Privateering and Piracy==&lt;br /&gt;
* &#039;&#039;&#039;09/09/2021&#039;&#039;&#039;&lt;br /&gt;
We have added a note to the box-out about the privateering action on the [[fleet]] page to remind players that they cannot use this action to commit piracy against people the Empire is not at war with due to the [[Employ_Civil_Service_to_observe_Fleets|Civil Service observers]].&lt;br /&gt;
&lt;br /&gt;
==Armour Coverage==&lt;br /&gt;
* &#039;&#039;&#039;09/09/2021&#039;&#039;&#039;&lt;br /&gt;
We have updated the armour rules to make clear that a full breastplate that covers the front only is sufficient to be classed as &amp;quot;covering the majority of the torso&amp;quot;. This means it will provide extra hits provided your armour also covers one other location.&lt;br /&gt;
&lt;br /&gt;
==Urizen Politics Update==&lt;br /&gt;
* &#039;&#039;&#039;07/09/2021&#039;&#039;&#039;&lt;br /&gt;
As part of our review of Urizen, we&#039;ve changed the way the nation appoints [[senator|senators]]. You can read about the changes [[Urizen leadership#Leading a territory|here]] and a discussion of the reasons and in-character explanation for them can be found [[Rules_update_2021#Urizen_Elections|here]].&lt;br /&gt;
&lt;br /&gt;
==Urizen Culture Update==&lt;br /&gt;
* &#039;&#039;&#039;07/09/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve undertaken an extensive review of the Urizen pages on the wiki. Almost all the pages that form part of the Urizen brief have been updated. You can learn more about the reasoning for this and the way the changes are being handled in the [[Rules_update_2021#Urizen_Culture|Rules Update]]. A brief summary of the changes follows here.&lt;br /&gt;
* We&#039;ve updated [[Urizen]], [[Urizen people]], [[Urizen culture and customs]], [[Urizen leadership]], [[Urizen economic interests]],  [[Urizen religious beliefs]], [[Urizen military concerns]] and [[Urizen magical traditions]] &lt;br /&gt;
* We&#039;ve greatly expanded the [[Urizen history]] page&lt;br /&gt;
* We&#039;ve added significantly to the [[spire]] page and created an [[Urizen groups]] page (which will also serve as a template for similar pages in other nations)&lt;br /&gt;
* We&#039;ve extensively overhauled [[Urizen look and feel]] in line with our new [[costume]] guidelines&lt;br /&gt;
* We&#039;ve added or updated pages for all the Urizen archetypes: [[arbiter]],  [[architect]], [[illuminate]], [[mage]], [[seer]],  [[sentinel]], [[stargazer]], [[sword scholar]], [[torchbearer]], [[questor]]&lt;br /&gt;
* We&#039;ve added the rituals placed into [[Urizen magical traditions#urizen lore|Urizen lore]]&lt;br /&gt;
* We&#039;ve added a page for the historical figure [[Sulemaine]]&lt;br /&gt;
Some tweaks have been made (or are in the process of being made) to various pages that are connected to these changes.&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
* &#039;&#039;&#039;07/09/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve completed rewritten the [[costume]] page to lay out clearer guidelines for the various ways costume is used at Empire.&lt;br /&gt;
&lt;br /&gt;
==Vallorn Miasma==&lt;br /&gt;
* &#039;&#039;&#039;20/08/2021&#039;&#039;&#039;&lt;br /&gt;
Added a line of OOC explanation to the [[Vallorn#Vallorn miasma|vallorn miasma]] section of the [[vallorn]] page to make it explicit how exposure to the miasma works.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;2/7/2021&#039;&#039;&#039;&lt;br /&gt;
We have changed the [[Weapons &amp;amp; armour#Armour|classification and benefits provided by armour]] and introduced the [[Combat skills#Dreadnought|dreadnought]] skill. Please see the [[Rules_update_2021|2021 rules update]] for the explanation and reasoning behind the changes.&lt;br /&gt;
&lt;br /&gt;
==Others Languages==&lt;br /&gt;
*&#039;&#039;&#039;28/06/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to [[languages]] giving guidance on languages other than those currently placed in the setting which you can find [[Languages#Other_Languages|here]].&lt;br /&gt;
&lt;br /&gt;
==Regio at Sanctioned Events==&lt;br /&gt;
* &#039;&#039;&#039;28/06/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to the [[Sanctioned events]] guidance about [[regio]] which you can find [[Sanctioned_events#Regio|here]].&lt;br /&gt;
&lt;br /&gt;
==Lineage Review==&lt;br /&gt;
* &#039;&#039;&#039;06/05/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve completed the first stage of a review of the [[lineage]] pages. This stage has been largely cosmetic, removing bullet points and replacing them with linkable headings on the [[briar]], [[cambion]], [[changeling]], [[draughir]], [[merrow]] and [[naga]] pages. &lt;br /&gt;
&lt;br /&gt;
One more significant  change is that we have moved the &amp;quot;demeanour&amp;quot; trappings from the &amp;quot;physical trappings&amp;quot; section of each of the pages to the roleplaying section. This is in line with the requirement that to have lineage you must have a physical trapping.&lt;br /&gt;
&lt;br /&gt;
In the case of merrow, we have also moved [[Merrow#Blue-green Hair|blue-green hair]] from being a minor trapping to being an &amp;quot;[[Merrow#Other_trappings|other trapping]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Distil the Serpent&#039;s Stone==&lt;br /&gt;
* &#039;&#039;&#039;21/04/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected the magnitude on the [[Distil the Serpent&#039;s Stone]] page to match the correct magnitude on the database and in the rituals list. It should have been magnitude 100 rather than magnitude 70.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
* &#039;&#039;&#039;01/03/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the &amp;quot;Icons and Artistry&amp;quot; pages for each nation, and rolled that information into the individual Culture and Customs pages. In some cases this has meant moving some information from Look and Feel as well, or altering the layout of the page (for example we&#039;ve reordered the information about art and history on the [[Wintermark culture and customs]] page to create two new subsections of [[Wintermark culture and customs|Scops]] and [[Wintermark culture and customs|Riddles]] while moving the discussion of music to the new [[Wintermark culture and customs|Icons and Artistry]] section). &lt;br /&gt;
* [[The_Brass_Coast_culture_and_customs#Icons_and_Artistry|The Brass Coast]]&lt;br /&gt;
* [[Dawn_culture_and_customs#Icons_and_Artistry|Dawn]]&lt;br /&gt;
* [[Highguard_culture_and_customs#Icons_and_Artistry|Highguard]]&lt;br /&gt;
* [[Imperial_Orcs_culture_and_customs#Icons_and_Artistry|Imperial Orcs]]&lt;br /&gt;
* [[The_League_culture_and_customs#Icons_and_Artistry|The League]]&lt;br /&gt;
* [[The_Marches_culture_and_customs#Icons_and_Artistry|The Marches]]&lt;br /&gt;
* [[Navarr_culture_and_customs#Icons_and_Artistry|Navarr]]&lt;br /&gt;
* [[Urizen_culture_and_customs#Icons_and_Artistry|Urizen]]&lt;br /&gt;
* [[Varushka_culture_and_customs#Icons_and_Artistry|Varushka]]&lt;br /&gt;
* [[Wintermark_culture_and_customs#Icons_and_Artistry|Wintermark]]&lt;br /&gt;
&lt;br /&gt;
==Erawayugot and Skaftafell==&lt;br /&gt;
* &#039;&#039;&#039;23/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected an error with the regions of Otkodov where we&#039;d erroneously labelled both a region of [[Verthandi]] and a region of Nithoggir as &amp;quot;Erawayugot&amp;quot;. Bringing the wiki into line with the database, we&#039;ve changed the name of the Erawayugot in Verthandi to Skaftafell and will update the maps appropriately.&lt;br /&gt;
&lt;br /&gt;
==Military Units, Army Orders, and Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;17/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to [[Military_unit#Support_Army|Military units]] to make it more obvious how their strength interacts with orders given to, and enchantments placed on, the [[Army|armies]] they support. &lt;br /&gt;
&lt;br /&gt;
==Still Waters, Running Deep==&lt;br /&gt;
* &#039;&#039;&#039;10/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the magnitude of the [[Still Waters, Running Deep]] ritual to be correct as near as we can tell. We have no idea why the magnitude was recorded in error.&lt;br /&gt;
&lt;br /&gt;
==Burning Falcon==&lt;br /&gt;
* &#039;&#039;&#039;05/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the date of the destruction of the [[Burning Falcon]] army from 247YE to 248YE to remove a conflict with details of the [[campaigns of Emperor Guntherm]]. In-character this correction comes as result of some research performed by [[the Brass Coast|Freeborn]] scholar Bakar i Erigo (Tomas Marchington).&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=135982</id>
		<title>Fire and the flood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fire_and_the_flood&amp;diff=135982"/>
		<updated>2026-03-20T22:34:49Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Late Night Burning Fire.jpg|caption=Fire and water, powerful symbols of purity harnessed all too often to bring destruction.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==War in the East==&lt;br /&gt;
Sarangrave has been freed from the Druj. For the first time in centuries it is not under the oppressive boot-heel of the Buruk Tepel and their Het proxies. In theory at least, it is now Imperial; the Senate has [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|declared]] the wetlands are now part of [[Urizen]]. Yet as Autumn lengthens into Winter there is little sign of Urizen settlers establishing [[spire|spires]] here. Hardly a surprise given it is still a battlefield, torn between multiple factions. &lt;br /&gt;
&lt;br /&gt;
Most of the Druj septs that once ruled here are scattered, their dominion shattered, but they have by no means quit the Sarangrave. The orcs of the Mallum have shown the Empire time and time again how effectively they stay behind, to hide, to skulk, to strike when their enemies least expect it and exploit their vulnerabilities. So it is here - from Turan Flats to Bloodwater Marsh, there are bands of Druj gone to ground and ready to rise up whenever the Empire might show weakness. Then there is [[Sarangrave#Thornfen|Thornfen]] where the Marshlizard sept still defiantly holds sway from the great fortress known as the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. It will be a challenge to dislodge the Druj from the Tower, and while they remain the Imperial claim to Sarangrave cannot help but be a fragile thing.&lt;br /&gt;
&lt;br /&gt;
For its part, the Empire barely controls Sarangrave. There is a [[vallorn]] at its heart, a lost Terunael city wrapped in the fecundity and chaos of Spring corruption that waits like a coiled spring. Contained only by an ancient ring of warding stones, and the desperate ingenuity of the last Terunael, any crack in that defensive perimeter could see the thing explode across Sarangrave with a ferocity that will utterly eclipse the [[Crimson and green|situation in Therunin]]. There are rebels here as well, both former orc slaves who have risen up against their masters and smaller septs who have seized the opportunity to be free of Druj shackles. With the support of the &#039;&#039;[[Irra Harah|Prince with a thousand foes]]&#039;&#039; they have taken the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] and lay claim to the rest of the territory as well. They will not bow to the Empire; they do not care what the Senate has said about Sarangrave. With the Druj still holding the Tower of the Skink, the loss of a single region would collapse the Imperial grasp on the marshes and the forests.&lt;br /&gt;
&lt;br /&gt;
[[Sarangrave#Thornfen|Thornfen]], then. That immense citadel, that dreadful Tower; it dominates the vital [[Sarangrave#Path_of_the_Eye|pass]] into [[Axos]], looms over the spiralling town of Sepals, and casts its shadow over the Empire&#039;s ambitions here in the east. The fortress is old, older perhaps than the Empire itself. The Towers of the Dusk - the fort that once squatted at the eastern end of the Barrens - was but a pale shadow of this redoubt. It spreads like a stone-and-[[weirwood]] blight across the foothills of the southern mountains. Taken all together, it is mightier than the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] itself; only the [[Holberg#The_City_of_Holberg|Walls of Holberg]] could claim to surpass it. Capturing the Thornfen while the Tower still stands, while it is still in the hands of the Marshlizard sept, will be challenging indeed. More so because the battered armies of the Mallum have fled their [[Root_and_branch#Dark_Beneath_the_Boughs|disastrous attempt]] to invade [[Zenith]] to take refuge at the Tower. Under shrouds of [[Night magic]] they have slipped through Imperial lines and made it to the uncertain safety of the Tower. They will fight any and all comers, prepared to lose everything rather than accept defeat. For many of these orcs, this is &#039;&#039;their&#039;&#039; land, and they will do whatever it takes to prevent their enemies from claiming it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whatever&#039;&#039; it takes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar&#039;s Hasta&amp;quot;&amp;gt;Hear me, cousins of Iron. The storm continues but the Hasta remains unbroken. Through frost and flame, we fight alongside our Axou allies to claim the Tower of the Skink. We fight for coin, but the coin buys bread for our children, warmth for our hearths, strength for the nation. Remove all arms from our enemies, be they weapons to strike us, or limbs to lift their wounded. The septs rising to assist us should be left unharmed. Let our species go in virtue. Let our spears be the point on where sun rises.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Axe, you were the vanguard into Sarangrave, and you have followed me throughout the whole campaign. I ask you now to once more assault the Druj positions. We march with our allies, the crimson Schlacta, and new allies to this struggle in the Axou. We march to aid the Axou in their claim to that land. We are taking the walls of the tower of the skink and with its falling our conquest of Sarangrave will be complete. We step forward with courage in our heart and pride in our voices! Let us add another victory to our roll of honour, and together we will crush these vermin!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We seized the Sarangrave in battle, now we finish it. The Tower of the Skink is the heart of Druj power here, their rites and rule gathered within its walls. With our steady conquest, we will take that tower, shatter their heresy, destroy their sources of poison, and free every soul they have bound. To those suffer under the Druj youke - take heart, we are coming. To the Druj hear this and tremble, we are coming. My soldiers, move with Courage, fight with Wisdom, hold with Loyalty, Be Vigilant in the hunt, Proud is the virtuous strike, Ambitious in victory and ensure prosperity, follow the liberated. We are inevitable. Advance, for Highguard, for  the Empire, for Salvation!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;My Lions, Sarangrave is ours. But as our allies and armies remain, so do we to take that front line. Take that final push and plant hope in what was once the heart of the Mallum. To those still under the pain, hatred and boot of the Druj in the rest of the Mallum, hear me too. We are coming to save and protect those that needs us. We will be there.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Irontide Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, we have focussed our attention on the Druj. It is time to use our training to its fullest extent. We cur down the Druj overseers and slave makers in Thornfen. Let the slaves make their own wat to Nesustak Forest and safety with their kin. Use wisdom to know when and where to strike but do not let the overseers escape. Leave the Axou to their task, they want the land. That is not what we are after.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Of Virtue and Trust==&lt;br /&gt;
Five [[army|Imperial armies]] remain in Sarangrave to challenge the Tower of the Skink and claim Thornfen. The [[Boyar&#039;s Hasta]] and the [[Golden Axe]] of [[Varushka]] fight alongside the [[Granite Pillar]] of Highguard, the Lions of Adelmar from [[Dawn]], and the [[Imperial Orcs|Unshackled]] orcs of the [[Summer Storm]]. They must continue to battle under the hateful [[Druj miasma]] that hangs so heavy in the air, like a choking fog that captures every little glimmer of doubt or uncertainty and transforms it into fear and dread. Unlike the barely-established miasma the Empire faced in places like Zenith, it has been here for centuries. It has sunk into the soil here, into the trees, perhaps into the people themselves. It is a constant battle for every soldier, to push through the dark feelings that cluster around them seeking to sap their will, whispering that they cannot win here, that they should flee or submit to the Druj.&lt;br /&gt;
&lt;br /&gt;
Yet this hopeless magic is not the only power at work here in the Sarangrave as Autumn fades. Every drop of water in the marshes, in the rivers and the lakes, in the waterskins of the soldiers, in the dew that comes with the morning, every drop shivers with the [[Spring magic|magic of Spring]]. The [[Rivers of Life]] have been roused in Sarangrave and grant their potent healing energies to all who are injured in the fighting. Everyone, orc and human, Imperial and rebel and Druj alike.&lt;br /&gt;
&lt;br /&gt;
(And if this magic tightens the spring of the vallorn another notch, it will barely make a difference. Sarangrave has been under the Rivers of Life and [[Rivers Run Red|Death]] so many times, what can one more season matter?)&lt;br /&gt;
&lt;br /&gt;
The infused waters mean that any injury short of a mortal blow will heal (although it will still leave scars). The Imperial strategy, for the most part, seems intended to take advantage of the Rivers. There are no furious frontal assaults here to try and overwhelm the defenders with numbers. Varushka [[Army orders#Balanced Attack|measures risk and reward]] carefully as it moves through the Sarangrave, sacrificing speed for surety. Highguard looks first and foremost to ensure that no Highborn lives are [[Army orders#Steady Conquest|thrown away needlessly]]. The Granite Pillar measures carefully the cost of each engagement, weighing out each drop of blood against the ultimate goal - to break the hold of the Druj, to free those under its iron yoke. To bring down the Tower of the Skink.  &lt;br /&gt;
&lt;br /&gt;
The Summer Storm are an exception to the general tenor of the Imperial strategy. They eschew care, and throw themselves against the defenders of the Mallum, seeming to relish every opportunity to [[Army_qualities#Relentless|cut them down]]. Their tactics are less concerned with claiming the Thornfen than they are with slaughtering as many Druj as they can. They make sure that fallen enemies do not live to benefit from the healing waters, cutting a bloody wound through their foes. They pay a price in their own blood, of course, but most pay it willingly. In the end, though, the butcher&#039;s bill falls short of what it might have been even with the Spring magic. Beside the orcs fight the [[Army_qualities#Guardian|guardian knights]] of the Lions of Adelmar. Proud, resplendent despite the mud and the weariness that comes with battling beneath the miasma, they stand ready to serve as glorious shields between their allies and harm. Even as they advance, they place a barrier between the Druj and the other Imperial armies that turns back barbed spear and arrows alike. Together with the Summer Storm, the Dawnish incur the particular hatred of the Marshlizard sept, a symbol of Imperial temerity in coming to &#039;&#039;their&#039;&#039; place to take &#039;&#039;their&#039;&#039; lands.&lt;br /&gt;
&lt;br /&gt;
==Echoes of Magic==&lt;br /&gt;
Three of the armies are [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], using [[Day magic]] to coordinate their movements and identify weaknesses in the enemy defences. The Summer Storm and the Golden Axe, however, are instead accompanied by cohorts of the [[Knights of Glory]] drawn from the [[Realms#Summer|Summer realm]]. The warriors of [[Eleonaris]] embrace the fight against the Druj. As far as the sovereigns of the Summer realm are concerned, the Mallum is a den of vermin. Indeed, the &#039;&#039;Lady of Pennants&#039;&#039; has sent two of her favoured captains to fight in Thornfen, and they bring their households with them. &lt;br /&gt;
&lt;br /&gt;
To the Summer Storm comes &#039;&#039;Murmastis&#039;&#039;, whose deeds are legend in the Summer realm and so she requires no courtly honorific. Stag-horned, taller than the tallest orc, this spearmaster is as relentless as those she fights alongside. She and her spear-dancers offer a stark contrast to the Unshackled soldiers, clad as they are in emerald and ruby scale armour. They urge the Imperial Orcs to strike mercilessly against their foe, inspiring them to greater and greater deeds of martial prowess against the loathsome Druj, singing unfamiliar songs of the thrill of pounding blood and the defeat of the unworthy. For some orcs, the experience of battling with Murmastis&#039; warband rouses memories not their own, memories of distant ancestors who fought with the spear-dancers in the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039;, General of the Golden Axe|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Meanwhile &#039;&#039;Ser Gaspare&#039;&#039; leads the proud &#039;&#039;schlacta&#039;&#039; of their domain to fight alongside the Golden Axe. In crimson plate, wrapped in a cloak made from the head and skin of an immense white bear, Gaspare has an undeniable presence and a very different attitude to many of the other more elfin knights the Varushkans have fought beside in the past. With their unbreakable adamant shields and their mighty axes, the warriors of Gaspare are less concerned with glory and splendour than they are with &#039;&#039;victory&#039;&#039;. The captain does not try to conceal their disappointment at the tactics the Golden Axe have chosen; they fight as enthusiastically but at night around the fires they share stories of triumph and the joy of conquest, of the Vard and their iron spirits who tamed the wild forests, whose legacy remains the greatest nation of the Empire. Gaspare themselves clearly speaks from personal experience, and their words catch on something in the hearts of the audience that lingers.&lt;br /&gt;
&lt;br /&gt;
These words linger not only in the hearts of the Golden Axe themselves; a great host of Imperial captains has gathered under the banners of the Golden Axe, fighting and marching with them. A matching host has come together to fight with the Summer Storm. They too hear the stories of Ser Gaspare and the songs of Murmastis and as the Imperial advance grinds forward, soldiers of every stripe chafe at the bit, eager to engage with the orcs of Thornfen.&lt;br /&gt;
&lt;br /&gt;
==Shadow of the Tower==&lt;br /&gt;
On the other side, the [[fortification#garrison|garrison]] of the Tower of the Skink, warriors of the Marshlizard sept, are cautious indeed. They have underestimated the Empire before, seen them sweep inexorably across Sarangrave breaking sept and shackle with equal ease. They focus their attention on Thornfen alone, leaving the rest of the Sarangrave to fend for itself. There is a kind of discipline in these defenders rarely observed among the Druj, but wedded to an almost overwhelming arrogance. Even when retreating they do nothing to hide their sneering contempt of the Varushkans and the Highborn, for the knights of Dawn, and most of all for the Imperial Orcs who they take pleasure in naming slaves of the Empire. They mock, they taunt, they needle. They attack the Pride of their foes with cutting words even as they assail their bodies with slicing steel. Like all Druj they are happiest striking quickly from surprise, inflicting as many wounds as possible, and then retreating. This has rarely been a particularly efficacious strategy under the Rivers of Life, where leaving anyone alive means they will most likely recover. But if anyone can make it work it is the orcs of the east, and the Marshlizards seem especially versed in inflicting as much pain as possible, or leaving their foes broken beyond salvation rather than simply killing them. &lt;br /&gt;
&lt;br /&gt;
For all their cunning and cruelty, though, they are outmatched by the great host of Imperials. If it were just the garrison, just the people of the Marshlizard clan, and the refugees from the Thornwasp and the Banded Snake who have sought refuge in the fens, then the Tower of the Skink and the sprawling town of sepals would swiftly be overrun by the Imperial armies. The Empire knew that the [[Druj armies#Poison Crane|Poison Crane]] and the [[Druj armies#Hidden Snake|Hidden Snake]] - the warriors of the Marshlizard and the Banded Snake - had taken up positions in Thornfen, in the Tower. Their presence makes the advance more difficult, but still it is likely the Empire would easily press them back. Unfortunately, there are another six armies of the Mallum in Thornfen this season that the Imperial strategy does not entirely account for. &lt;br /&gt;
&lt;br /&gt;
Earlier in the year, the armies that had conquered [[Therunin]] moved south, [[Root_and_branch#Dark_Beneath_the_Boughs|making a foray]] into northern [[Zenith]]. They cast down the [[Zenith#The_Stork&#039;s_Gaze_(Ruined)|Stork&#039;s Gaze]] but were in their turn cast down by an [[Even_darkness_must_pass#All_Seem_Accursed|Imperial counterattack]]. Caught between the armies in Zenith and those in Bloodwater Marsh, their situation looked desperate. Unfortunately, the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] were among them, an army led by [[Druj_lore#Ghulai|ghulai]] trained at the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]]. Twisted masters of [[Night magic]], as well as the magic of Spring, they have saved the Druj armies from Zenith [[The_darkest_road#Last_Light_of_the_Sun_(Battle)|once before]]. Using an [[enchantment]] similar to that practiced by certain secretive Varushkan [[cabalists]], they wrapped themselves and the other armies in a veil of shadows that allowed them to pass through the Imperial forces in eastern and southern Sarangrave and make it to the Tower of the Skink without losses.&lt;br /&gt;
&lt;br /&gt;
They are battered, weakened, but not broken - not yet. Some have no choice but to be here; their septs are in Sarangrave and if they abandon their ancestral lands to the Empire they will wither and die. No Buruk Tepel, no Het, will countenance such a fate. Better to die with your teeth in the throat of your enemy than to go quietly into the night! The other armies have no choice but to be here, forced to choose between destruction in Zenith or a desperate fight in Sarangrave, in some ways they have exchanged one prison for another. At least they have a fighting chance here. Or at least a chance of persuading the Tainted Basilisk to weave their enchantment again so that they may escape to safety in the Salt Flats to the north&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|align=right|width=250}}&lt;br /&gt;
The [[Druj armies#Poison Crane|Poison Crane]] command the defenders, although it is likely their position is fragile at best. The septs never stop manoeuvring for power. It is likely that within the Tower of the Skink there are plots afoot already; even in the face of extinction the Druj will jockey for position. It is important never to forget that the orcs of the Mallum are only unified from the point of view from outsiders; loyalty between septs is utterly alien to their way of life, their way of seeing the world. The [[Druj armies#Tainted Basilisk|Tainted Basilisk]] in particular look to be chafing under the command of the Crane - none of their magicians are seen on the battlefield at all. They have chosen to remain sequestered within the walls of the Tower of the Skink. They may give the Crane cause for alarm, but there are those among the Imperials who wonder what exactly the ghulai of the Basilisk might be up to...&lt;br /&gt;
&lt;br /&gt;
Politics aside, they fight. They have no choice. The Empire is coming and there will be little mercy for the Druj. They fight, and there is little subtlety to their strategy. They focus [[Army orders#Solid Defence|entirely on defence]], on keeping the Empire from claiming the town of Sepals, from advancing on the Tower itself. There is a noticeable desperation to their tactics; hide, strike, flee, hide again. Their mobile, skirmishing approach can only go so far of course. The Empire sets the tempo here, and in the end the Druj must face the reality of the invasion and actually &#039;&#039;fight&#039;&#039;. Their knowledge of Marshlizard land helps them here; they are able to force engagements that favour their position more than the Empire&#039;s, at least some of the time. They&#039;re also not above mobilizing the people of Sepals in their service - barely armoured poorly armed orcs who are little better than slaves, pushed into position as distractions or literal walls of flesh and bone in the service of some cunning stratagem or the other. There is little heroic about slaughtering such hopeless folk, but the Druj know this and lie in wait to exploit any moment of &amp;quot;weakness&amp;quot; or &amp;quot;compassion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the Tower of the Skink, the Druj defenders are utterly demoralised, scrabbling to try and keep their foothold. They have nowhere to go, and while that makes them fight more viciously, it cannot help but eat away at their resolve. The Empire begins to make headway in the conquest of Thornfen, even in the face of the Druj forces arrayed against them. They push toward Sepals, and the warehouses that store the rice and dried meat taken from the farms of Thornfen. If they can reach the town before the last supplies are moved into the fortress, they will make it that much harder for the armies pressed together within its walls to survive the winter, to endure a siege. Once Sepals falls, there will be nothing between the Imperials and the walls of the Tower. After initial pessimism, it begins to look as if the Imperials will at least claim Sepals by the Winter Solstice, and begin to bring down the defences of the Marshlizard sept.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the battle for the Tower of the Skink is only half the story.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Lions of Adelmar.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=GranitePillar_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm_Colour.png|align=right|width=300}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
==Out of the North==&lt;br /&gt;
The main thrust of the Empire&#039;s strategy is to the south. There are troops stationed in the north to keep an eye over the borders, but surely given the punishing defeat inflicted on the Druj last season, they will be licking their wounds and trying to regroup? Surely.&lt;br /&gt;
{{CaptionedImage|file=Druj3.jpg|align=right|width=200}}&lt;br /&gt;
Sadly not. Even as the Empire advances on Sepals, a ragged host of Druj push back into [[Sarangrave#Kroll|Kroll]] and the southern [[Sarangrave#Turan Flats|Turan Flats]]. Five more armies, with the [[Druj armies#Black Wind|Black Wind]] in the vanguard. They might have quickly overwhelmed the [[vigilance|vigilant]] watchers on the border had it not been for unlooked for aid. Warbands of former slaves and Bloodspears, out of the Nesustak Forest, appear seemingly out of nowhere to battle the invading orcs. They have no actual chance of holding the armies at bay, nowhere near the numbers, the prowess, or the organisation. Nothing like an army of their own - a handful of outlaw bands filled to the brim with the [[Merciless_Wrath_of_the_Reaver|violent magic of Spring]] - they are in the midst of launching their own raids against Druj holdouts in the north when the Black Wind bring their vengeful forces across into Sarangrave.&lt;br /&gt;
&lt;br /&gt;
With their aid, many of the soldiers stationed at the watchposts, busy securing Turan Flats and Kroll, are able to get to safety. They report that the rebels aren&#039;t precisely &#039;&#039;friendly&#039;&#039;, but it seems they hate the Druj much, much more than they distrust the Empire. It also appears that there are grim mortal followers and swift [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Prince with a Thousand Foes]] fighting with them. Indeed it&#039;s likely that without that additional aid, they might not have been able to help the Imperial soldiers quite so effectively.&lt;br /&gt;
&lt;br /&gt;
Thanks in part to their support, messengers are able to deliver the news of the Druj return to the armies in the south. There is an emergency council and the commanders agree that they have no alternative but to split their attention. With the northern contingent drawing closer by the hour, the Imperial forces cannot risk losing Turan Flats or Kroll; being squeezed between the anvil of Thornfen and the hammer striking out of the Salt Flats will spell disaster. At least the armies from the north show the signs of a year or more of constant warfare in Therunin and the Mallum; only the [[Druj armies#White Lion|White Lion]] is anywhere near its full strength. Like bullies everywhere, the Druj are cocky and cruel when they have the advantage, but retreat almost immediately in the face of a concerted defence.&lt;br /&gt;
&lt;br /&gt;
The Granite Pillar turn their attention to the north with commendable Highborn discipline. The Lions of Adelmar and the Summer Storm split their attention between the Pillar and the armies in the south. Indeed, the Storm will find it much easier to find Druj to kill in the northern marshes than they will the heavily fortified Thornfen. The rest of the Imperial advance presses the Tower of the Skink and the armies sequestered there. &lt;br /&gt;
&lt;br /&gt;
There are clear signs of dissension in their ranks of the barbarians that emerge from the Salt Flats. While the Black Wind and the White Lion push forward to engage the Imperials, the Hidden Widow and Deadly Blade seem more focused on raiding the farms and villages and &amp;quot;making an example&amp;quot; of their former slaves. The Red Lizard meanwhile seem more concerned with recapturing Turan, at the urging of the widely reviled  Het Traaka. The Shadow Krait sept, whose warriors make up the Red Lizard, clearly owe favours to the Banded Snake among whom Traaka enjoyed great prestige. How far they are prepared to go, however, depends on just how seriously they take those favours.&lt;br /&gt;
&lt;br /&gt;
As the Imperial forces try to intercept the Red Lizard at Turan, that attracts the Black Wind and the White Lion, and a two-way battle erupts around the settlement. Days of vicious fighting see part of the town burn, but in the end the Empire is victorious and manages to push Traaka&#039;s allies back. There is little time for celebration however; every time one fire is stamped out another erupts somewhere else along the frontier.&lt;br /&gt;
&lt;br /&gt;
It also helps that the Druj armies are clearly not sure what is waiting for them, and they come [[Army orders#Cautious Advance|cautiously, carefully]]. Even the Black Wind, usually so keen to terrorize their foes, keep their darker urges in check. Even in the face of the Varushkan and Dawnish soldiers they despise more than any others, they remain cautious. For all their caution, these armies are no less prepared to fight than those in the south, no less eager to kill Imperial soldiers. It may be the presence of the Rivers of Life that make them bold; it is surely the loss of the Sarangrave that makes them desperate however.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Jarangir&#039;s Levy==&lt;br /&gt;
Inevitably the need to address the armies out of the Salt Flats causes the Imperial advance in Thornfen to slow. Worse, it creates openings that allow the Marshlizard and the armies at the Tower to push back. The invasion falters, and it looks in the end as if the Imperial armies will make no headway this season at all. Through the seemingly random movements of troops back and forth, a great battle erupts around the crossroad where &#039;&#039;Jarangir&#039;s Levy&#039;&#039; meets the &#039;&#039;Path of the Tail&#039;&#039; that runs down towards Sepals and the Tower. The Druj defenders push mercilessly forward, committing their entire strength to the task of breaking the Imperial advance; of routing the virtuous forces.&lt;br /&gt;
&lt;br /&gt;
With what might be the entire armed force of the Marshlizard sept fighting alongside the Poison Crane, even the Tainted Basilisk have dispatched a coven of war-sorcerer &#039;&#039;[[Arkad#Vikari|vikari]]&#039;&#039; in support. The engagement is brutal; the Summer Storm take the brunt of the casualties, but no army escapes unharmed. It is a testament to the discipline, to the commitment, of the Imperial armies that they are able to face the barbarian strike and not buckle under the pressure. The Boyar&#039;s Hasta in particular distinguish themselves, trading blows and vicious taunts with the Druj with equal facility, goading their enemies into overcommitting themselves, luring them into position where they can be cut off from their allies. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear who breaks the levy, swollen as it is with the heavy rains of winter. Some say it was a band of the Summer Storm, seeing the opportunity to wash away the Druj and win the day. Others say it was the warriors of the Flame Beetle, bringing their siege expertise to bear on the task of defeating the Empire. But breached it is, and what starts as a trickle of water swiftly turns into a deluge. Again, though, the discipline of the Empire sets them in better stead as the floodwaters cascade into the lowlands. The Lions of Adelmar in particular are responsible for saving dozens of lives, unconcerned whether those they aid are Dawnish, Unshackled, or from any other background. The Druj, though, deploy the age-old tactic of &amp;quot;everyone for themselves&amp;quot; and they suffer for it.&lt;br /&gt;
&lt;br /&gt;
But the damage is done. The Imperial forces are scattered, their lines fractured by the need to avoid the waters, and the Druj are &#039;&#039;much&#039;&#039; more experienced fighting in these marshy conditions. It looks bleak for the Empire. Very bleak.&lt;br /&gt;
&lt;br /&gt;
Then half the Druj forces, the Marshlizard garrison, the Poison Crane and the Tainted Basilisk, the Flame Beetle and the Jagged Claws suddenly break off. Rather than push their advantage, they take the &#039;&#039;Path of the Tail&#039;&#039; southwards at speed. The remaining forces - Hidden Snake, Hunting Scorpion, and red-painted Thorn Born - do their best to take advantage of the Empire&#039;s disarray but before they can do so the Imperial soldiers have regrouped and present an impenetrable forest of spears and swords and shields.&lt;br /&gt;
&lt;br /&gt;
It is at this time that a figure appears in the Imperial command tent; a translucent shade of indeterminate gender, face hidden by a deep cowl, brazen chains for a belt, the only part of their body visible being hands that are more bone than flesh. It leaves no tracks on the sodden ground, as it delivers a message in a whispering voice that nonetheless is heard by everyone in the vicinity.&lt;br /&gt;
&lt;br /&gt;
General Vasiliki Terricos sends her regards and anticipates the northern approach goes well. The Shield of Ipotavo has commenced its assault against the Tower of the Skink, and the General hopes to meet with the western armies soon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;The Sorcerer-Queen Ipotavo used to say: know your heart and what commands its devotion above all else. Listen. Do you hear the whispers of the spirits? Hear their words and know your heart and keep your oaths. We march in the name of the survivors of the siege. We march in the name of faithfulness to those that helped deliver us from the scorpion. Do not listen to gossiping snakes and traitors. They have forgotten the faces of the dead. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shield of Our Ancestors==&lt;br /&gt;
Up the &#039;&#039;Path of the Eye&#039;&#039; they march, soldiers clad in dark greens and purples. They have siege engines, and they approach the southern gates of the Tower of the Skink with grim resolve. This is the &#039;&#039;Shield of Ipotavo&#039;&#039;, the soldiers who watch the [[Axos#Gates_of_Ipotavo|Gates]] of [[Axos]]. They have been waiting for this opportunity for quite some time and plan to make the most of it. &lt;br /&gt;
&lt;br /&gt;
Many years ago Imperial mercenaries helped the Shield of Ipotavo drive the Druj out of Axos, back to the Tower of the Skink. They helped break a siege no less terrible, it is said, than the one Holberg once endured. This past aid has not been forgotten, and now the Axou come as allies in this battle against their old foe. This is not an army that is battle-weary as the Imperial armies are, and they are veterans at facing the incursions of the Mallum. Perhaps unique among the folk of Axos, the people of Ipotavo know what the Druj are, and the threat they represent. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most of the soldiers are of the [[Axos#Axou_Military_Concerns|Agema]] class: they are dressed in dark neatly-cut leathers, almost all equipped with the crescent shield and the long, thin sword favoured by these heavy skirmishers. In their vanguard, they deploy a battalion of the undying [[Axos#Axou_Military_Concerns|Tavos Ageli]], masked in porcelain, silent, almost impossible to harm much less kill. The body of the army is supported by sable-robed &#039;&#039;necromantia&#039;&#039; some of whom are said to come not from Ipotavo but scholarly [[Axos#Halls of Maykop|Maykop]], their services purchased for some unknown price. Not that Ipotavo is without magicians of its own, but among the citadels, the practitioners of Maykop are recognised as true masters of the arts of death and the spirit.&lt;br /&gt;
&lt;br /&gt;
The Tavos Ageli are not the only undying allies the Axou have brought. At dusk and dawn, &#039;&#039;other&#039;&#039; figures wander amongst the living.  Wispy shapes, translucent in the first and last rays of the sun, in burial shroud and tattered robe and ceremonial armour. They offer advice and guidance to the soldiers and officers of the Shield. When a few scouts are able to make it through the southern mountains to liaise with the commanders of the Axos force, the commanders insist on discussing strategy only in the fading twilight where the ghostly figures offer wisdom only the Axou seem to hear. These spirits are apparently veterans themselves, soldiers and officers from every major engagement with the Druj going back centuries. In the end, one Axou captain remarks, there are only so many trials that the Creator can set before you. There are few battles that have never been fought before. &lt;br /&gt;
&lt;br /&gt;
The ghostly figures also bear messages throughout the ranks of the Shield: they are a membrane of spectral intellect, that helps to reinforce in every soldier an intimate awareness of their role within the army, and the needs of the army as a whole. These phantoms are the bonds of understanding that bind the parts to the whole. While they approach the Tower from the other side to their Imperial counterparts, with the aid of the symphony of the wraith&#039;s guidance they match the balanced approach of the Empire&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
According to the scouts who get a good look at the Shield of Ipotavo, the army practically fills the southern pass. They have established camps, erected palisades, from which they press the southern approach to the Tower. The gates and the walls are strong, but they have not been tested in a hundred years or more.&lt;br /&gt;
&lt;br /&gt;
Not that the captains of the Granite Pillar and the Boyar&#039;s Hasta always appreciate the spectres of the dead appearing in their chambers at sunrise or sunset to deliver messages and take them back to their descendants to the south. Many bear the marks of the wounds that slew them, and they bring with them an unmistakable, discomfiting chill aura of the grave. The magisters and Varushkan wizards who are in a position to examine these translucent messengers say that they are in some fashion &#039;&#039;bound&#039;&#039; by the magic that enchants the army.&lt;br /&gt;
&lt;br /&gt;
Without examining the Shield of Ipotavo directly they can only speculate but it is a matter of some debate as to what exactly these ghostly advisors are and whether they serve willingly or as slaves. They are chained with Autumn magic that [[Autumn#Autumn_magic#Binding|binds]] them to serve the captains of the Shield of Ipotavo. Arcane theory suggests strongly that whatever this enchantment is, however it works precisely, it has been crafted not just through Axou &#039;&#039;necromantia&#039;&#039; but with the aid of an eternal of the [[Realms#Autumn|Iron Labyrinth]]. They cannot venture a guess at who might have offered their aid here, to bind such shadows on such a scale. If they are truly ghosts as the Axou claim perhaps they would have chosen to travel with the armies when they were alive; but in death there is not even the shadow of that choice.&lt;br /&gt;
&lt;br /&gt;
==Seasons End==&lt;br /&gt;
With the Tower of the Skink squeezed in a vice between Axos and Empire, the fighting in Sarangrave shifts again. The battle at Jarangir&#039;s Levy is indecisive, and marks the high-water line of where the Empire&#039;s advance stops. At the same time, it marks a splintering of the Druj defences that means they cannot push the invading armies back further. In the north, the Empire&#039;s soldiers and their allies face the attack out of the Salt Flats, absorb it, turn it back. After the fight at Turan, the Druj are forced back again and again and eventually have no choice but to retreat out of Sarangrave once more. &lt;br /&gt;
&lt;br /&gt;
In the end, the Empire proves victorious. The deciding factor is less strength of numbers - although that plays a part - but a triumph of discipline, virtue, and trust. Even in the face of the miasma, even fighting everything the Mallum can throw at them, the Empire stands stalwart. Every nation is represented, if not in the form of armies then in the legions of soldiers that have come to fight with them. They have fought, and fought hard; they are tired, muddied, and bloodied. Yet they fight with something akin to righteousness against the scourge of the Druj. There are few grey areas here; the question of liberation and conquest is one that can wait for another day. The rulers of the Mallum have shown time and again that they are possessed of monstrous cruelty, of an urge to dominate unmatched anywhere else. They are the closest thing the Empire has ever faced to true wickedness, the antithesis of virtue. &lt;br /&gt;
&lt;br /&gt;
The Imperial fighters know that their people are behind them, at least for the time being. Perhaps even more importantly they know they are united in their goals. The orcs of the Mallum by contrast know only fear - a powerful weapon when it is your own hand on the hilt but all too easily does it twist and slip and end up cutting your own flesh. The Druj cannot trust one another even in this extremis; they cannot conceive of mercy; as the Empire continues to fight, the choices for the barbarians of the east are becoming narrower and narrower.&lt;br /&gt;
&lt;br /&gt;
In the end, despite the Rivers of Life, and the valiant actions of the Lions of Adelmar, the Empire and their allies lose some two and a half thousand troops in Sarangrave. The Druj likely lose around the same, between their armies and the garrison of the Tower of the Skink. The fortification is weakened, but it still stands strong. The Empire has made inroads into Thornfen, but further progress is likely to be challenging in the face of the Druj defenders, especially given they have nowhere to go.&lt;br /&gt;
&lt;br /&gt;
After all, the only thing crueller than a Druj warrior is a Druj warrior with nowhere left to hide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is three-tenths of the way toward capturing Thornfen&lt;br /&gt;
* &#039;&#039;&#039;The Druj armies attacking from the north have been forced back into the Salt Flats of Sanath&lt;br /&gt;
* &#039;&#039;&#039;The Shield of Ipotavo support the Empire from the southern side of the Tower of the Skink&lt;br /&gt;
* &#039;&#039;&#039;The independent rebels, the former slaves and free septs, continue to harry the Druj&lt;br /&gt;
Imperial forces have achieved a dual victory; they have pushed forward into Thornfen and are three-tenths of the way toward claiming the region. They have also managed to prevent the attacking Druj force from out of the Salt Flats re-establishing any control over the northern Sarangrave. The northern armies have been pushed back into the Salt Flats, but a major force of Druj remains trapped in Thornfen, defending the region alongside the Tower of the Skink fortification.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo out of Axos support the Empire&#039;s attack, focusing their efforts on the Tower and its garrison. The magic employed by both sides has allowed them to effectively coordinate their strategies against the Druj.&lt;br /&gt;
&lt;br /&gt;
The rebellious orcs of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]] offer some assistance to the Imperial forces, but mostly in terms of offering warnings and helping individual groups avoid the northern Druj. They have committed themselves to [[Military_unit#Raiding|hunting and killing]] the left-behind barbarians. They protect their own borders, and beyond a mutual interest in resisting the attack out of the Salt Flats, have not reached out to any Imperial armies. An assessment of their strength suggests it is in the order of a half dozen or so [[military unit|military units]], nothing approaching an army, but they have the support of [[Irra Harah]] (himself barely a friend of the Empire), and aid from Imperial citizens who support their cause.&lt;br /&gt;
&lt;br /&gt;
The new fortification rules come into effect at the start of the Winter Solstice, which have implications for further fighting in Thornfen. This season has seen the [[fortification#Bastion|bastion]] take some damage, and the [[fortification#garrison|garrison]] be somewhat depleted, but the presence of so many armies in Sarangrave has meant that the impact on the Tower of the Skink has been comparatively minor. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns, which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
While the territory has been granted to Urizen by the Senate, it is still an active warzone. At the moment, only a handful of prominent [[Urizen_groups|Urizen citizens]] have set up new spires in the lowland marshes and forests. The civil service has also struggled to do more than make a surface assessment of the territory, thanks to the ongoing fighting and the fact that there are still miasma pillars and Druj guerrillas even in areas the Empire nominally controls. More information about the situation in the Sarangrave, with reference to the rebels, and its role as a new Urizen territory, will be included in the winds of fortune nearer the event.&lt;br /&gt;
{{CaptionedImage|file=EleonarisArt.jpg|align=right|width=250}}&lt;br /&gt;
===Participation: Murmastis and the Storm Song===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers who fought alongside the Summer Storm may experience a magical boon&lt;br /&gt;
&#039;&#039;Murmastis&#039;&#039; is one of the champions of [[Eleonaris]], and she and her spear-dancers have fought alongside the Summer Storm. This season, the Storm has committed itself to hunting down the Druj and [[Army_qualities#Relentless|cutting them down]]. While many of the knights of Eleonaris&#039; court are interested in glorious pageantry, Murmastis is a very old [[Inhabitants of the realms#Herald|herald]] who more exemplifies the [[Summer magic#Resonance|resonance]] of  [[Summer_magic#Wroth|wroth]]. She does not encourage thoughtless bloodthirst, but rather that fierce joy that comes from triumphing over a foe by might of arms and cleverness.&lt;br /&gt;
&lt;br /&gt;
Any character whose military unit supported the Summer Storm this season may choose to have embraced the experience of battling alongside Murmastis and her warband. If they do, they receive a particular boon. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to seek out challenging confrontations, especially those that involve fighting, strategy, or tactics. You take particular pleasure in defeating others, whether enemies or friends, in such challenges. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
The effect lasts until the end of the Winter Solstice 387YE. The Summer Storm have benefitted from a number of different [[enchantment|enchantments]] over the last few years, and so far at least the presence of the Knights of Glory have not begun to influence the army to the degree it has [[Even_darkness_must_pass#The_Weight_of_Glory|impacted other armies fighting in the Mallum]].&lt;br /&gt;
&lt;br /&gt;
===Participation: Gaspare and the Axe of Victory===&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in the Golden Axe are becoming more attuned to the Summer realm&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe continue to be unable to use the &#039;&#039;Give Ground&#039;&#039; or &#039;&#039;Cautious Advance&#039;&#039; orders&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the General of the Golden Axe to change the quality of their army with the aid of Eleonaris&#039; knights&lt;br /&gt;
This season Eleonaris dispatched the stoic &#039;&#039;Ser Gaspare&#039;&#039; to lead their heavily armoured forces into battle alongside the Golden Axe. While there have been a great many military captains fighting alongside the Golden Axe, the strategies they chose to employ this season have not resonated especially well with the knights of glory. They have told tales around the fire, and fought as they always do, but there has been less passionate fervour for them to inspire. Indeed, it does not seem entirely in the character of &#039;&#039;Ser Gaspare&#039;&#039; or his &#039;&#039;Summer schlacta&#039;&#039; to inspire individual soldiers in battle in the way some of the other knights of Eleonaris do. Rather, the herald and their soldiers have focused on the Golden Axe army itself.&lt;br /&gt;
&lt;br /&gt;
Last season the [[Even_darkness_must_pass#The_Weight_of_Glory|increased impact]] of the [[Knights of Glory]] enchantment was made apparent. As happened in the reign of [[Empress Brannan]], repeated exposure to the glorious knights of the Summer realm is having an unlooked-for effect on Imperial soldiers. The excitement of fighting in the Mallum is starting to affect the Empire’s loyal warriors - possibly because of the oppressive aura of fear coupled with the feeling of pride and strength exposure to the heralds of the Fields of Glory brings. But also because the Knights of Glory are so effective at inspiring those who fight alongside them to pursue glory and heroism over mere victory or survival.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe was one of the armies already affected by this growing attunement with aspects of the Summer realm. They continue to be unable to take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders. If the [[general]] issues such an order it will default to [[Army orders#Balanced Attack|Balanced Attack]] or [[Army orders#Solid Defence|Solid Defence]] instead. This effect will persist until the army has spent an entire year without experiencing the Knights of Glory enchantment (each of the affected armies tracks this separately). It may be possible to ameliorate this effect by other means, but it is not clear quite how this might be done. The national or virtue assemblies of the Imperial Synod may be able to assist in this matter, perhaps with a suitably worded statement of principle.&lt;br /&gt;
&lt;br /&gt;
The situation has not gotten any &#039;&#039;worse&#039;&#039; due to another season under the influence of the Knights of Glory. If anything, it has opened up a possible [[opportunity]]. The magical knights of Eleonaris encourage the soldiers of Varushka to &#039;&#039;[[Summer_magic#Triumph|conquer]]&#039;&#039; their enemies - something that is very much in keeping with their goals and ambitions. If the army is again enchanted with Knights of Glory at the Winter Solstice, and the general issues an [[Army orders#Overwhelming Assault|Overwhelming Assault]], [[Army orders#Heroic Stand|Heroic Stand]], [[Army qualities#Driven|Grinding Advance]], or [[Army qualities#Take Their Land|Take Their Land]] order against the Druj in the Mallum the knights will help enthuse the Varushkans even more. The final component required will be 12 wains of [[mithril]], which should be in the inventory of the general of the Golden Axe and used to create a set of standards in the old Vardish style, incorporating the [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]], and serving as symbols of their commitment to victory and triumph.&lt;br /&gt;
&lt;br /&gt;
The army quality of the Golden Axe will become &#039;&#039;Victorious&#039;&#039;. They will keep the &#039;&#039;Take Their Land&#039;&#039; order and replace &#039;&#039;Grinding Advance&#039;&#039; with the &#039;&#039;Implacable Conquest&#039;&#039; order. However, they will permanently lose the ability to take the Cautious Advance or Give Ground orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Implacable Conquest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a fifth&#039;&#039;&#039;&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;
The army advances relentlessly, targeting key strategic points with their attacks. They do not shy away from direct engagements, harrying defenders until they force them to retreat. Securing their goal, they consolidate their gains and then select another landmark to move towards. In the end, it is the conquest that matters; the iron spirit of the Vard will be satisfied by nothing less than absolute, uncontested victory.&amp;lt;/box&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=All_the_night-tide&amp;diff=135981</id>
		<title>All the night-tide</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=All_the_night-tide&amp;diff=135981"/>
		<updated>2026-03-20T22:34:00Z</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]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;My grandfather began his life selling the fruits of the sea on the docks at Betovering, yet even from an early age he knew he was destined for great things. But unlike many people who dream of being rich and powerful, he pulled his finger out and went to work making it happen. Now he was not always an angel, as I&#039;m sure some of you can attest first-hand&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An uneasy murmur of awkward laughter ran through the select crowd. Aart let it pass before continuing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... but he was a man of his word. If he said you would prosper under his leadership, then he would move the Teeth themselves to make that true.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And burn your stall out if you didn&#039;t,&amp;quot; interrupted his &amp;quot;Uncle&amp;quot; Daan. The ripple of uneasy laughter returned. Aart acknowledged his words with a rueful smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And while his methods may have started out a little questionably - and he would be first to admit this - he made sure that those who were loyal to him had a place on the ladder behind him. And so here we are. The legacy that Sem van Visboer built is this family, and our guild, and while we may not sit on the high table yet, we are close enough that we can clean the cutlery.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get on with it,&amp;quot; muttered his &amp;quot;Uncle&amp;quot; Daan. Aart did not hold his garrulousness against him - he had been very close to the old man and had been drinking pretty much solidly since the news of his death reached the house.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;From fishmonger to diplomat,&amp;quot; Aart continued, getting ready to wrap up. &amp;quot;He was as you know one of those who negotiated the Steel Fist Bounty with the Empire of Catazar, and remained a regular visitor to their shores both for business and pleasure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this he raised his glass to the cowled and veiled figure who stood on the edge of the gathering. The Highborn was known to most of those present but the mourning traditions of the Imperials were not the same as those of Sarcophan. Everyone else was in their finest clothing, bright and rich, as befitted the act of respect they were about to engage in.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whilst there he viewed a gorgeous tapestry that hung in one of the chapterhouses. A piece of art depicting a number of important historical events, the colours of which entranced and delighted him. He spoke of it several times in his letters, and even offered a quite eye-watering sum of money to purchase it. His offer was rebuffed. Thank goodness, or we might all not be standing here today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Laughter again, a little less awkward. Those in the know were aware of just how much Sem had proposed to spend on what Daan called &amp;quot;a nice wall rug&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Knowing that, I thought there was only one way to honour him and to remind us all of how much we owe to his ambition.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He nodded, and the curtains fell away from the wall revealing an absolutely stunning stone fresco. Ships, and the sea, and storms, and a dozen other details, with a lion-headed man front and centre. There were approving gasps and a scattered round of applause. The sculpture was exquisite, and plainly not Sarcophan in style. The artist had used the lines of the marble to remarkable effect, capturing a sense of motion and wonder. Aart nodded again, and several of the guests came forward to lay fingers on the piece; his Aunt Yara pressed her cheek against the cold stone, her naga eyes glittering in pleasure. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who&#039;s that lion-head fellow?&amp;quot; asked his &amp;quot;Uncle&amp;quot; Daan, squinting a little drunkenly. &amp;quot;Is it meant to be an eternal?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aart shrugged. &amp;quot;I think it&#039;s one of their holy figures,&amp;quot; he said. &amp;quot;I&#039;m sure my grandfather knew, but all I know is that it&#039;s beautiful. And that it was &#039;&#039;very&#039;&#039; expensive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Daan nodded approvingly. He continued to stare at the lionman, brow creased as he tried to work out exactly what it was meant to be. Aart let the moment linger a little then tapped one of his rings against his glass to get their attention.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you&#039;d like to follow me through to the dining room,&amp;quot; he said, &amp;quot;it&#039;s time to pay our final respects.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As the party filed through to the great hall, Aart glanced back at the fresco. It was very pretty, and the price made it a perfect way to show his respect and affection for the terrible old man. Then the sweet smells of the feast that was to come pulled his attention back to the real reason they were all gathered here today, and he closed the door behind him.&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=Leonid Meteor Storm.jpg|caption=The Sarcophan Delves would rather see everyone enjoy prosperity and wealth than fighting... although there is of course profit to be made in war as well.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=Az9e0daCbYU}}&lt;br /&gt;
Each season the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations, based on communications received from their ambassador, along with any useful intelligence gathered from other sources. While the Senate and the other houses of Imperial power may respond to these offers, it is important to note that it is the appropriate [[ambassador]] that the foreign power will expect to hear from. Their communication with the foreign power is the primary element that will determine the tenor of any response.&lt;br /&gt;
&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.&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]] and [[Sarcophan_Delves_ports#Betovering|Betovering]]|ambassador= Dino i Riqueza of [[the Brass Coast]]}}&lt;br /&gt;
==The Pax Sarcophan==&lt;br /&gt;
* &#039;&#039;&#039;The Pax Sarcophan appears to be holding - the Sarcophan will not tolerate attempts to blockade or attack their ships&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan have informed the Grendel that they require them to cease attacks on vessels trading with the Empire&#039;&#039;&#039;&lt;br /&gt;
Last season the Sarcophan Delves announced the institution of the &#039;&#039;Pax Sarcophan&#039;&#039;, a commitment to keeping the sea lanes open to traders in the face of open warfare between multiple great powers. The Pax is straightforward; while nations have every right to sink each other&#039;s ships if they are at war, piracy will not be tolerated. Attempts to force uninvolved nations to stop trading with an enemy will be met with swift retribution from Sarcophan. They will cut off trade ties, encourage their allies to do the same, and send their own battle ships and privateers to harass the offending nation.&lt;br /&gt;
&lt;br /&gt;
Ambassador Dino has acknowledged the Pax, and reassured the Bedelaar Huisbaas that the Senate will bear it in mind before engaging in future blockades or creating new laws about maritime matters. Bedelaar Huisbaas Annike has thanked the ambassador for their reply, and offered reassurances that it will have nothing to fear as long as it continues to respect the right of third-party nations to trade with whomever they wish. &lt;br /&gt;
&lt;br /&gt;
One of the first targets of the Pax Sarcophan will be the Grendel; the Salt Lord&#039;s Council&#039;s open support for indiscriminate piracy in the Bay of Catazar is unacceptable. Bedelaar Huisbaas Annike has instructed the ambassadorial staff in Dubhtraig to make it clear to the Salt Lords that if they continue to endanger independent vessels in the Bay, the Sarcophan will take action. She is still waiting for a reply, but cautiously expects the Salt Lords to see sense. This won&#039;t help Imperial ships of course - the Grendel and the Empire are at war and Sarcophan has no interest in getting caught between the two - but it will be good news for anyone else whose ships visit Imperial ports.&lt;br /&gt;
&lt;br /&gt;
===Beoraidh===&lt;br /&gt;
* &#039;&#039;&#039;Sarcophan are negotiating a treaty with Beoraidh&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The treaty would see the Delves gain a port on the Bay in return for support for Beoraidh&#039;s neutrality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire could try to influence or oppose the treaty&#039;&#039;&#039;&lt;br /&gt;
On a somewhat related matter, Bedelaar Huisbaas Annike wishes to inform the Empire that the Sarcophan Delves are engaging in negotiations with the sovereign city-state of Beoraidh with regards to supporting its neutrality and ambitions to become a trading hub on the Bay of Catazar. The finer details of the treaty are still being worked out, but the Delves are looking to secure a trading enclave similar to the [[Houses_of_Silence#The_Alivetti_Enclave|enclave in Sarvos]], with an eye towards easy access to Grendel and Imperial goods and services. While the Bedelaar Huisbaas is aware of Grendel aggression in Mareave, should the &#039;&#039;[[Imperial Orcs|Unshackled]]&#039;&#039; prove victorious then the improved prosperity in Beoraidh, and a more open and accessible set of docks there, may well prove to be a significant boost to the fortunes of the territory.&lt;br /&gt;
&lt;br /&gt;
The Civil Service caution that this interest in Beoraidh may prove to be a two-edged sword. If the Sarcophan treaty with former-Salt Lord Ehsan comes to fruition it will be harder for the Empire to move against the nascent city-state without diplomatic repercussions. While it will likely go some way to protecting Beoraidh and [[Mareave#Sinfoyard|Sinfoyard]] from the [[Grendel]], it will mean that for either side control of the territory will require control of four of the remaining regions - meaning conflict in the territory will quickly leave &#039;&#039;neither&#039;&#039; side in control. Also, while there may be economic benefits for Mareave, regardless of who has overall control, the benefits to Beoraidh and Ehsan will be significantly greater - and reduce opportunities for Imperial investment in the city. It would also make it harder for the Empire to exert diplomatic pressure on Ehsan and his faction.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not entirely clear what the Empire can do at this time, but the fact that Bedelaar Huisbaas Annike has let the Empire know before the treaty is finalised shows they don&#039;t want to risk presenting this as a fait accompli. It might be possible for the Ambassador and the [[Imperial Consul]] to influence the outcome. A strongly worded disapproval of Sarcophan involvement in Beoraidh might at least see some concessions from the Delves, while threats or firm offers from the Consul might in theory persuade Ehsan to accept limits on Sarcophan investment in the city-state (although obviously the more closely Beoraidh aligns with the Empire the greater the risk that the Grendel will move against it). At the worst the Empire could demand the Sarcophan drop the treaty entirely, though that would come at significant cost to their relationship with the Delves.&lt;br /&gt;
{{CaptionedImage|file=Oran_by_the_Sea.jpg|caption=The Celesti Lighthouse sits high on the headland overlooking Oran.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Investment in the Brass Coast==&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan Delves have offered to provide cheap white granite to support the construction of the Celesti Lighthouse in return for a Sarcophan enclave in Oran&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Alternatively, the Sarcophan can sell white granite directly to the Freeborn to help fund the construction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan will help to defend the site against attack by the Children of Wrecks or the Grendel&#039;&#039;&#039;&lt;br /&gt;
The Sarcophan have been asked if they would be interested in investing in the project to restore the [[Celesti_Lighthouse_Keeper#The_Celesti_Lighthouse|Celesti Lighthouse]] in [[Feroz]]. Candidly, Bedelaar Huisbaas Annike is concerned that building a lighthouse on the shores of the Brass Coast while the Children of Wrecks are still a threat to the Empire is a bold move. Yet those fears are somewhat allayed when it becomes apparent the plan would include fortifying [[Feroz#Oran|Oran]]. Given its position, Annike enquires as to whether Oran will be the successor to Siroc - a major trade hub in the western Bay?&lt;br /&gt;
&lt;br /&gt;
There is certainly interest in getting in on the &amp;quot;ground floor&amp;quot; as it were but there are also concerns. With hostile and supernaturally strengthened forces in control of both the [[Feroz#Cazar_Straits|Cazar Straits]] and [[Madruga#Free_Landing|Free Landing]] access by sea to Oran would be challenging indeed, even for the expert mariners of the Delves. Which is not to say that there is not a route to collaboration on this matter. With the DeBruin family [[Prime_Factor_of_the_deBruin_Docks#deBruin_Docks|active in the Bay]] Sarcophan captains are much more inclined to take risks knowing that there is a ready supply of mercenaries available to protect their ships from the murderous acolytes of &#039;&#039;[[Siakha|Hullbreaker]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Details of the [[For_those_in_peril_on_the_sea#A_Vigilant_Light|lighthouse-citadel]] in Oran are intriguing. They have been extensively discussed at the Beggar&#039;s Feast, and Annike has been empowered to make an offer. Provided the [[Senate]] commissions the fortified citadel as presented by the Ambassador, the Sarcophan Delves are interested in an investment opportunity.&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;Sarcophan Investment&#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; Amendment (Citadel)&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; 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; 60 [[white granite]] and 30 [[mithril]], 200 thrones in labour and material 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;Requirements:&#039;&#039;&#039; Cede a strip of land in Oran to Sarcophan to allow them to create a trade enclave like the Alivetti Estates&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; Creates a combined [[Venture]] and [[Voyage]] that allows Freeborn military units and fleets to defend Oranseri against attack until the work is complete.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They propose a treaty. They will supply white granite at discount rates, if the Senate is prepared to [[Powers_of_the_Imperial_Senate#Concedence|cede]] a parcel of land within the citadel, along the docks, in a similar manner to the Alivetti Estates. The land will be considered Sarcophan soil, allowing their traders may live and work without fear of harassment by the magistrates. In return they will provide a total of sixty wains of white granite over the year following the commission beginning at a little under two and a half thrones a wain. It accepted, this would amend the total costs for the fortified lighthouse reducing the white granite required to 60 wains but increasing the labour and material costs to 200 thrones. &lt;br /&gt;
&lt;br /&gt;
Bedelaar Huisbaas Annike is aware that the Imperial Senate may be too busy to consider such arrangements. If the Brass Coast would rather handle the matter directly themselves, then the Sarcophan could arrange that. Of course the Freeborn families can&#039;t cede the land for the Enclave, so such a deal wouldn&#039;t be anywhere near as attractive, but it would mean the construction could be expedited without wasting the Senate&#039;s time (the Sarcophan appear to be unaware that the new Lighthouse has not been commissioned).&lt;br /&gt;
&lt;br /&gt;
In that case then the Sarcophan would make up to 15 wains of white granite available for purchase by the Brass Coast. The obvious title for the Sarcophan to liaise with would be the [[Celesti Lighthouse Keeper]], but that title has lapsed following the [[For_those_in_peril_on_the_sea#The_Celesti_Lighthouse|looting of the lighthouse by Rahab]]. Since the title won&#039;t be reappointed until the new commission is complete, the Ambassador suggests that the Sarcophan deal with &#039;&#039;&#039;Bakar i Riqueza i Erigo&#039;&#039;&#039;, the previous holder of the position. The white granite would cost three thrones a wain, but Bakar could buy up to 15 wains a season at three thrones a wain for one year after the Senate commissioned the construction of the new fortification.&lt;br /&gt;
&lt;br /&gt;
In either case, as part of the arrangement the DeBruin are prepared to help defend the site against attack. They propose to dispatch several of their warships to help the Freeborn protect the construction site from attacks by the Children of Wrecks - and even the Grendel should they attempt to threaten Sarcophan investment in Feroz. They caution however, that these vessels will not be sufficient by themselves to protect Oranseri if it is attacked by the Children of Wrecks. Their navy will easily overcome the Sarcophan defenders if they are fighting alone.&lt;br /&gt;
&lt;br /&gt;
However the DeBruin could coordinate their efforts with local corsair families to create a new [[Voyage#Guarding_Voyages|defensive venture and voyage]], &#039;&#039;&#039;Protect the Celesti Lighthouse&#039;&#039;&#039; which would allow Freeborn military units and fleets to come together against any attackers. Provided there were enough of them, they could give the Children of Wrecks a bloody nose. Someone might have to arrange payment for the Freeborn defenders, but presumably the dhomiro could arrange that?&lt;br /&gt;
==Regarding new Imperial Laws==&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Senate has criminalized the consumption and trade in sapient flesh&lt;br /&gt;
* &#039;&#039;&#039;This has implications both for Sarcophan funerals and the drug visivlees&lt;br /&gt;
Last season the Imperial Senate enacted a change to the law to explicitly “&#039;&#039;outlaw the disbursement, trade, sale, and consumption of the flesh of the sapient denizens of the mortal realm&#039;&#039;”. As part of their duties, Ambassador Dino has informed the Sarcophan Delves, rightly identifying that they would be impacted by the decision. Funerary rites in the Delves include a ritualised cannibalistic feast during which the family and friends of the deceased take part in a ceremonial meal that involves consuming the cadaver - cooked and prepared by specialised chefs. There is also a popular drug found only in Sarcophan called &#039;&#039;visivlees&#039;&#039; that is apparently made from specially treated flesh taken from corpses. Neither practice entirely matches the traditional view of cannibalism as a practice rooted in desperation or absolute wickedness, but it is nonetheless clear that the new law criminalizes both the traditional Sarcophan funeral and the consumption or trade of visivlees.&lt;br /&gt;
&lt;br /&gt;
Bedelaar Huisbaas Annike is, however, broadly unconcerned. Few Sarcophan would host a funerary feast in the Empire anyway - and if they did they would almost certainly do so in the confines of the Alivetti Estates where Imperial law is not a consideration. There might be considerations relating to the harassment of any Imperial citizen invited by a Sarcophan friend or business partner to take part in their funerary rites, but the Ambassador of the Delves suggests that such incidents become a source of concern only when they arise. Hopefully even the &amp;quot;overzealous&amp;quot; Imperial magistrates will not feel the need to punish grieving folk returning from a funeral.&lt;br /&gt;
&lt;br /&gt;
The trade in visivlees might be impacted, but frankly it is rarely sold to Imperial citizens. There is a general squeamishness about consuming something made from the meat of sapient creatures and the drug is a premium product even in Sarcophan. Even there, muses Bedelaar Huisbaas Annike, it is not uncommon for folk to eschew the drug due to its source. If any visivlees is being sold in the Empire it will be with the recommendation that the purchaser consume it before leaving the Sarcophan enclave, and if Imperial citizens choose to do otherwise it is not a concern for the merchants of the Delves.&lt;br /&gt;
&lt;br /&gt;
At the end of the day, any perception of the Delves as a lawless haven of enthusiastic cannibals is little more than a smear campaign by those they have bested in trade. The idea that a citizen of the Delves might casually eat a stranger is very far from the truth indeed; it is no more likely that a Sarcophan will eat someone they do not know than it is that the average citizen of the League would do so. If she has a criticism of all this it is a personal one; in her opinion this kind of law is arguably more evidence that the Senate does not trust its citizens. Murder is already illegal, after all, regardless of whether the intent is to eat your victim. Presumably it is still illegal to steal from the dead - digging them up to consume them. Specifically calling out consumption of dead flesh feels like overstretch to the notoriously liberal Sarcophan. Indeed recent efforts to control what Imperial citizens can do, especially with regards to how they can entertain themselves, are a little disappointing to the &#039;&#039;Seat of the Crow&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Highborn.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Money for Art&#039;s Sake==&lt;br /&gt;
* &#039;&#039;&#039;Artists and businessfolk continue to prosper from a fashion for Highborn sculpture and stone&lt;br /&gt;
* &#039;&#039;&#039;The sale has caused concern among Sarcophan followers of the Way in the Delves&lt;br /&gt;
And on the subject of funerary traditions... During the Spring Equinox &#039;&#039;Senna van Ijzer&#039;&#039;, an art dealer associated with a small [[sect]] of the Sarcophan religion called &#039;&#039;De Verzamelaars van Beeltenissen &#039;&#039; (but usually referred to as &amp;quot;the Collectors&amp;quot;) [[Waiting_for_the_worms#Tombs_and_Tribulations|spoke with the Council of Benefactors]] of [[Highguard]]. The Collectors hold beliefs that are considered a little peculiar even by Sarcophan standards. Among them is a teaching that valuable objects depicting a deceased person&#039;s face hold immense value for buying a place in the Houses of Silence. It seems that Imperial iconography and funerary monuments are now extremely fashionable among Collectors, and even gaining some popularity with Sarcophan folk of more traditional beliefs.&lt;br /&gt;
&lt;br /&gt;
Senna signed a year-long exclusive deal for Highguard [[white granite]] and stonemasonry with the benefactors. This has seen all Highborn [[business|businesses]] and [[mine|mines]] receive an extra 18 rings production per season. He apparently hopes that this trade might build the reputation of Highguard stonemasons internationally, with an eye toward a better deal to be brokered in 388YE. &lt;br /&gt;
{{SOP|statement=Sarcophan funerary traditions are a potent - if unknowing - expression of Pride and Prosperity. We call upon the artists of Highguard to embrace this moment of cultural exchange with the Sarcovans: let our art inspire virtue in Sarcophan so that they might be brought to the Way. Let us seize this opportunity to evangelise!|by=Keziah, Bishop of the Navigators, Highborn Assembly|vote=390-10|when=Summer Solstice 387YE|size=small}}&lt;br /&gt;
This arrangement has proved controversial. A priest of the Way from the Delves named &#039;&#039;Mischa van de Libel&#039;&#039;, a [[dedication|dedicant]] of [[Prosperity]], has condemned the Collectors&#039; fascination with Highborn art and the iconography of the Way. The sect has never shown interest in the Way itself, only the beauty of its imagery and its fashionable nature. Mischa warns that Senna&#039;s deal devalues the Way, and makes it easy for critics to denigrate its followers as valuing wealth over virtue. Mischa&#039;s pronouncements have been supported by concerned pilgrims of the Way in Sarcophan, and even from some worried Highborn citizens. The [[Sumaah Republic|Sumaah]] &#039;&#039;präster&#039;&#039; have also pointed  out that this trade represents, in their opinion, a failure of [[Pride]] - trading the beauty and splendour of the Way for coin. &lt;br /&gt;
&lt;br /&gt;
The Highborn assembly discussed the matter during the Summer Solstice. While &#039;&#039;&#039;Dagon of the Shattered Tower&#039;&#039;&#039; raised a [[mandate]] condemning the practice, the Highborn Assembly chose not to enact it. Instead, they supported the words of &#039;&#039;&#039;Keziah&#039;&#039;&#039;, the [[Bishop of the Navigators]] themselves. They called on artists of Highguard to embrace the moment of cultural exchange, urging that the art of the Way might inspire true virtue in Sarcophan. Unfortunately, it appears that those critical of the move in the Delves and Highguard are correct; the sale of Highborn art is not inspiring anyone in Sarcophan to embrace the Way or the true virtues. Quite the contrary.&lt;br /&gt;
&lt;br /&gt;
The prestige of both the Bishop of the Navigators and the [[Bishop_of_the_Navigators#Cathedral_of_the_Navigators|cathedral]] itself have experienced some of the backlash arising from this decision. The [[Bishop_of_the_Navigators#Merchant_Ministry|merchant ministry]] and the [[Bishop_of_the_Navigators#Low Ministry|Low Ministry]] have permanently lost their top level of production as followers of the Way in Sarcophan react poorly to the decision of the Highborn. Many of those who might otherwise have been drawn to the Cathedral of the Navigators instead look to the Sumaah cathedral in the Sarcophan Delves for inspiration, the &#039;&#039;präster&#039;&#039; have not been slow to embrace them and continue to preach openly that the Highborn are devaluing their shared faith by treating virtue as a commodity to be bought and sold. However unfair these words may appear, the loss of prestige for the Cathedral and the Bishop will continue, causing the Low Ministry to disappear entirely after the Winter Solstice, and the Merchant Ministry be reduced to a single level. &lt;br /&gt;
&lt;br /&gt;
Ambassador Dino has ensured that there will be no diplomatic fallout whatever happens, reassuring their opposite number that any problems that arise will be between the Empire and the Collectors&#039; sect specifically. For her part, Bedelaar Huisbaas Annike appears broadly untroubled. As long as there is no disruption in the &#039;&#039;Buitenlandsewijk&#039;&#039; involving the followers of the Way - either with each other or with the Collectors - the Bedelaar Huisbaas have no concerns. The Sarcophan are not an especially religious people, after all, and as such have minimal interests in the doings of priests except as they impact profitable trade ventures. However she absolutely appreciates the Ambassador&#039;s reminder to the Synod that the Collectors are not representative of the Sarcophan people as a whole regardless of faith, and that any responses to them should remain cognisant of that reality.&lt;br /&gt;
&lt;br /&gt;
For their part, report the staff at the Sarcophan Embassy, the Collectors are doing very well out of this deal. While it is not proving especially useful at spreading their particular take on the Sarcophan faith, they are doing business hand over fist and sales of Highborn art are doing very well. Not just in a funerary context either; a nicely sculpted statue of an exemplar or fresco depicting the seven virtues has become something of a status symbol among the more artistically inclined Sarcophan families. Yet there is little doubt they are appreciated overwhelmingly as works of art, rather than as anything with a strong spiritual dimension.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly League.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Silent Manse==&lt;br /&gt;
* &#039;&#039;&#039;Work on the Silent Manse being built in the Alivetti Estates enclave is complete&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are concerns that the Community of Silence might spread their heretical faith in the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The League may enact a mandate to restrict access to the Silent Manse by Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Poortwachter Lenart Farber is keen to work with the artist who offered their services in the coming season&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;De Verzamelaars van Beeltenissen&#039;&#039; are not the only sect of Sarcophan priesthood with an interest in the Empire. A year ago, representatives of the &#039;&#039;Community of Silence&#039;&#039; (the &#039;&#039;Gemeenschap van Stilte&#039;&#039;) [[Houses_of_Silence#Loud_Silence|announced their interest]] in establishing a &#039;&#039;house of silence&#039;&#039; in the [[Sarvos#Sarcophan Enclave|Alivetti estates enclave]] in Sarvos. Unlike the Collectors - who they apparently hold in very low esteem - the Community of Silence is a moderately influential sect that specialises in supporting the spiritual (and in many cases medical) needs of Sarcophan enclaves in other nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poortwachter Lenart Farber&#039;&#039; is the spokesperson for the gathering at the estates, and secured a portion of land upon which his sect intended to establish a &#039;&#039;Silent Manse&#039;&#039; – a religious site dedicated to the Sarcophan faith. The work [[Waiting_for_the_worms#Silent_Temple|ran into some problems]] sourcing the [[white granite]] they needed to complete the construction, but it appears that despite these setbacks the Manse is now complete.&lt;br /&gt;
===Momento Mori===&lt;br /&gt;
* &#039;&#039;&#039;Poortwachter Farber is keen to receive art from the Dawnish artist who previously offered their services&#039;&#039;&#039;&lt;br /&gt;
One area they &#039;&#039;have&#039;&#039; been successful is in [[Houses_of_Silence#Fine_Art_and_Dark_Spirits|securing an artist]] to help give the Manse an appropriate atmosphere - traditionally the Community of Silence makes a point of employing local sculptors, painters, and glasssmiths when building their temples and shrines. Last Winter Poortachter Farber [[Theory_of_the_crows#House_of_Silence|declared that]] they had been offered the services of &#039;&#039;&#039;Ser Rosalynn Redgrave&#039;&#039;&#039;, a renowned [[Dawn|Dawnish]] artist from [[Astolat]], whose services they intended to retain until the construction of the Manse was complete. That work, despite delays caused by the need to import most of the material needed to build the structure, is now complete, and Lenart looks forward to seeing what the artist will create.&lt;br /&gt;
&lt;br /&gt;
Knowing that artists of such renown obviously have many calls on their time, the Poortwachter has dispatched a missive confirming the agreement.&lt;br /&gt;
&lt;br /&gt;
===Blasphemy and Heresy===&lt;br /&gt;
{{SOP|statement=The Sarcophan are building a Cathedral in the Alivetti Estates, in Sarvos, to their foreign faith. The estates are their lands - leave them to their ways and do not enter, thereby avoiding falling under their sway when it opens. We the Bishops of the League exhort you to polite and civil disinterest!|by=Paulus Adelaar van Holberg, League Assembly|vote=Greater Majority 248-0|when=Summer Solstice 387YE|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;The League Assembly can urge citizens to avoid the Silent Manse and its unwholesome teachings&#039;&#039;&#039;&lt;br /&gt;
Obviously the presence of an actual temple of a foreign religion in Sarvos has been a matter for some concern (for all that the land where it is built is equally technically part of the Sarcophan Delves). The Manse allows an unparalleled opportunity for the Poortwachter and their Community to proselytise the Sarcophan religion to those visiting the Alivetti Enclave.&lt;br /&gt;
&lt;br /&gt;
The League Assembly has provided some guidance to citizens of the City of Masks, wholeheartedly supporting a [[statement of principle]] raised by &#039;&#039;&#039;Paulus Adelaar van Holberg&#039;&#039;&#039;. It urges the people of the League to &amp;quot;leave them to their ways&amp;quot; and thus avoid &amp;quot;falling under their sway&amp;quot;. It exhorts citizens to &amp;quot;polite and civil disinterest&amp;quot;. Given the General Assembly stance on false virtues, heresy, and blasphemy, this statement makes a great deal of sense to many of the bishops of the League. Weighed against that, the people of Sarvos would not be themselves if there wasn&#039;t at least a little interest in seeing what all the fuss is about - secure in the knowledge that their faith in [[the Way]] will shield them from any devilish influence that Poortwachter Lenart may bring to bear.&lt;br /&gt;
&lt;br /&gt;
If the League wants to ensure that their people take this matter seriously, a mandate has been proposed to directly dissuade folk from having anything to do with the Silent Manse and its priesthood.&lt;br /&gt;
{{Mandate|mandate=Be alert to all dangers; within and without! The Silent Manse in the Sarcophan Enclave is a spiritual threat to the wellbeing of all. The only way to avoid blasphemy and heresy is to have nothing to do with this profane temple. We send (named priest) with 25 doses of liao to urge all Imperial citizens planning to visit the estates to express only polite and civil disinterest in their unvirtuous religion.|assembly=League National Assembly}}&lt;br /&gt;
If this mandate is enacted it will ensure that interest in the Silent Manse and the teachings of the Community of Silence remains limited in the League. It will also mean that citizens of other nations who might consider visiting the Silent Manse will be dissuaded from doing so by the bishops of Sarvos. This won&#039;t affect the Community of Silence particularly - their focus is very much on serving the needs of the Sarcophan citizens and visitors to the enclave rather than proselytising explicitly. It will ensure that their beliefs do not spread outside the enclave, and that whatever blasphemy or heresy beliefs they might hold do not corrupt Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
It will, however, mean that there is no opportunity for cordial relations between followers of the Way and the Community of Silence. This means that opportunities to learn more about their beliefs, or their knowledge of ghosts and the like, will be lost. It is a price, but not an especially steep one given that the alternative risks seeing these unwholesome beliefs about the nature of death and the Labyrinth spread within the Empire.&lt;br /&gt;
&lt;br /&gt;
Obviously an [[Mandate#Alternative_Mandates|alternative mandate]] might be offered by the League assembly but it is worth noting that it is not possible to propose a mandate that increases interest in the faith of the Delves without an entirely new statement of principle. An alternative mandate can change the wording, but cannot reverse the entire thrust of the statement that inspired it.&lt;br /&gt;
&lt;br /&gt;
==Under the Waves==&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan Delves are happy to host a delegation from the Department of Historical Research to discuss supernatural powers associated with the sea&lt;br /&gt;
* &#039;&#039;&#039;Commissioning this historical research will incur costs of 10 Thrones to the Imperial Senate and take six months&lt;br /&gt;
* &#039;&#039;&#039;The researcher sent to the Delves will not be available during this time but it counts as only a single commission of historical research&lt;br /&gt;
According to the Imperial Ambassador, the new [[Minister_of_Historical_Research|Minister for Historical Research]] &#039;&#039;&#039;Watt Lambrook&#039;&#039;&#039; intends to take advantage of the offer [[Can%27t_give_everything_away#Beneath_the_Bay|made last season]] to explore Sarcophan understanding of [[eternal|eternals]] and similar powers related to the sea. As mentioned, there will be a cost of 10 Thrones to the Imperial Senate (who maintain the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]]), and the work will take six months to complete. The chosen researcher will not be available until they complete the work, but it would count as only a single commission of [[historical research]]. There is some interest among the &#039;&#039;[[Sarcophan_Delves#Magic|zielweven]]&#039;&#039; covens to meet a delegation from the Empire and pool their respective knowledge on the matter of supernatual powers of the sea. Annike wryly suggests that part of this enthusiasm has no doubt been inspired by the suggestion that the researchers will bring with them a supply of [[the Marches|Marcher]] booze provided by the Minister.&lt;br /&gt;
&lt;br /&gt;
==Jackals and Buidelrats==&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan have enthusiastically embraced the trading advice offered by the Ambassador&lt;br /&gt;
* &#039;&#039;&#039;Opportunities to gain access to two different markets have been made available&lt;br /&gt;
Last season the Sarcophan Ambassador [[Can%27t_give_everything_away#Speaking_of_Trade...|asked her opposite number]] to provide an assessment of what goods most interest [[Fleet|Imperial traders]] visiting the Delves. She identified eight discreet areas of trade, and requested that the Ambassador rank them in order of interest. Annike thanks Ambassador Dino for their prompt response, and indicates that the result is very interesting indeed. She&#039;s had a report prepared and circulated among interested parties in the city, with an eye to perhaps tailoring the opportunities available to Imperial captains visiting the ports and markets of the Delves more effectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Buidelrats.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Moeraskriden===&lt;br /&gt;
* &#039;&#039;&#039;The House of the Buidelrat is interested in acquiring newly created Imperial rituals dealing with herbs&lt;br /&gt;
* &#039;&#039;&#039;They want the Imperial Conclave to disseminate two rituals to them&lt;br /&gt;
* &#039;&#039;&#039;In return they will secure access to the port of Moeraskriden for Imperial fleet captains&lt;br /&gt;
If Imperial traders are interested in purchasing large amounts of [[herbs]], incidentally, then Bedelaar Huisbaas Annike draws attention to the opportunities presented by swampy &#039;&#039;Moeraskriden&#039;&#039;. These docks, which lie along the coast west of the Delves themselves, represent the ideal location for merchants to purchase herbs and potions, especially elixirs of a medicinal nature. Access to the port was offered once before, as [[384YE_Winter_Solstice_Senate_sessions#Amend_tariffs_of_Sarcophan_Delves|part of an agreement]] that secured Sarcophan merchants the right to [[Tariffs#Free_Trade|free trade]] with the Empire. In the end the Senate preferred the luxuries of [[Foreign_ports#Betovering|Betovering]] but Moeraskriden has not gone away in the meantime. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Thresholds&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;A standard fleet with at least five levels of upgrades and enchantments will receive an additional potion drawn from a wider list of medicinal preparations some of which are not common in the Empire. The rituals [[Lure of Distant Shores]] and [[Sular&#039;s Promise]] are both sufficient to allow a captain to acquire such an item. A massively enhanced fleet, one with an effective rank of twenty, would receive two such potions. Some will be potions familiar to the Empire such as those detailed under [[Master Medicinal]] while there may be a chance to pick up a real bargain - a potion brewed by Sarcophan master apothecaries or bought from distant herbalists unfamiliar to the Empire.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
A faction led by the [[Founders_of_the_Delves#The_Buidelrat|House of the Buidelrat]] sees a clear opportunity for profit here, and has put forward a proposal that the Empire may consider. A number of Sarcophan herbalists and covens of mercantile magicians are interested in two new rituals - [[Madyn&#039;s Gift]] and [[Gardener&#039;s Wheel]] which have apparently been mentioned by something or someone called the &#039;&#039;Vrolijke Zwartedraak&#039;&#039;. For all their economic power, the Delves do not have anything that rivals the magical scholarship of the Empire - or even the Commonwealth or the Sumaah Republic. The interests of those magicians who are in a position to codify new magics are generally focused directly on money - which means ships as often as not. These two rituals represent potentially very valuable commodity to the Sarcophan primarily due to the immediacy of their effects - something that makes them much more valuable than traditional [[enchantment|enchantments]] on a [[herb garden]].&lt;br /&gt;
&lt;br /&gt;
If the [[Conclave]] is prepared to uphold [[Declaration|Declarations]] of [[Dissemination]] for these two rituals, granting them to the House of the Buidelrat, then in return the House will arrange access to Moeraskriden for Imperial fleet captains. At the moment this would allow a standard fleet to acquire six doses of marrowort, five doses of cerulean mazzarine, and two random potions of a medicinal nature (these will be drawn primarily from the [[Apothecary Potions|Apothecary potions]] familiar to Imperial apothecaries, but fleets with significant levels of upgrade may receive something a little spicier).&lt;br /&gt;
&lt;br /&gt;
===Jakhalsmarkt===&lt;br /&gt;
* &#039;&#039;&#039;Annabel de Gouden of the House of the Jackal has opened the Jakhalsmarkt to Imperial captains&lt;br /&gt;
* &#039;&#039;&#039;This market near the Betovering docks offers vis, tempest jade, jewellery, and potential magical items&lt;br /&gt;
* &#039;&#039;&#039;It is available only after the Autumn Equinox&lt;br /&gt;
* &#039;&#039;&#039;The goods it provides are largely sourced in the Principalities of Jarm&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Canis aureus syriacus.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Somewhat to her surprise there has been a swift response from the [[Founders_of_the_Delves#The_Jackal|House of the Jackal]]. The Jackal are masters of the jewel-trade in the Delves, and their various families have unparalleled expertise in acquiring, evaluating, and securing markets for precious materials and ornaments. One of their leading lights, &#039;&#039;Annabel de Gouden&#039;&#039;, has seized a potentially lucrative opportunity on learning that top of the list of things Imperial traders are interested in are luxury goods and substances of use to ritual magicians, especially mana crystals. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Jakhalsmarkt&#039;&#039; is a part of [[Foreign_ports#Betovering|Betovering]], and the House of the Jackal already benefits from Imperial captains eager to do business there. Following a frankly inspiring flurry of activity, the House has secured significant shipments of valuable magical goods at short notice which they intend to offer to Imperial fleet captains. They&#039;re not asking for anything in return - the captains will pay for their goods like any other. Yet, regretfully, they can only offer these amazing deals for a single season. &lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox, however, any Imperial fleet captain will be able to select the &#039;&#039;Jakhalsmarkt&#039;&#039; as a [[Fleet#Trading|trading]] option. A standard fleet that takes advantage of this opportunity will secure two random pawns of [[vis]] chosen from [[Vis#Golden_Apples|golden apples]], [[Vis#Warm Ashes|warm ashes]], and [[Vis#Prismatic Ink|prismatic ink]] (&amp;quot;Triumph Vis&amp;quot; in the parlance of some Urizen traders). They will also receive three ingots of [[tempest jade]] and a smattering of valuable jewelled goods equivalent to 30 rings.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Thresholds&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt; To gain a piece of star jewellery a fleet must be at least rank ten - meaning a standard fleet (which is rank five) would need a combination of five levels of upgrades and enchantments. The rituals [[Lure of Distant Shores]] and [[Sular&#039;s Promise]] are both sufficient to allow a captain to acquire such an item. A truly outrageous fleet, one with an effective rank of twenty, would receive two pieces of star jewellery. They are ribboned items, for which the player would need to provide a suitable phys-rep. Most take the form of necklaces or medallions inlaid with small jewels or crystals, but any object representing a piece of jewellery would be adequate.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
More prosperous fleets (fleets that have been significantly [[Fleet#Upgrades|upgraded]] or [[enchantment|enchanted]]) will also receive a random piece of &amp;quot;Star Jewellery&amp;quot;. These are hard-to-get-hold-of [[magic items]], [[Magic_items#Talismans|talismans]] that empower a magician versed in [[spellcasting]] to perform a specific spell many more times each day provided they already know it.&lt;br /&gt;
&lt;br /&gt;
Bedelaar Huisbaas Annike confides in the Ambassador that while &#039;&#039;Annabel de Gouden&#039;&#039; claims the &#039;&#039;Jakhalsmarkt&#039;&#039; will only cater to Imperial captains for a single season following the Autumn Equinox, it is her opinion that this is simply salespersonship. If the profit is there, the Jackals will follow it until such time as the profit goes away at which point they will drop it like a hot stone. To put it another way, if lots of Imperial captains are keen to buy from the &#039;&#039;Jakhalsmarkt&#039;&#039; then it will likely remain open as long as the demand is there.&lt;br /&gt;
&lt;br /&gt;
Obviously, a good deal like this comes with a catch however. &#039;&#039;Annabel de Gouden&#039;&#039; is a former Sarcophan emissary to the [[Principalities of Jarm]] and her family maintains good relations with the traders of that nation. She has leveraged these times in order to acquire so much &#039;&#039;vis&#039;&#039; on such short notice, and the &amp;quot;Star Jewellery&amp;quot; she is offering is exclusively made by Jarmish [[Crafting skills#Artisan|artisans]] - the secrets of which they jealously guard. There is currently an Imperial [[Tariffs#Embargo|embargo]] on trade with the Principalities, meaning that Jarmish merchants are not welcome at Imperial ports. While technically merchants visiting the &#039;&#039;Jakhalsmarkt&#039;&#039; are dealing with Sarcophan merchants, and not with the Principalities directly, the fact remains that a portion of any profits raised here will go straight into the pockets of the Jarmish. While it is a drop in the ocean compared to the costs of running a war it will benefit that nation in a way that, in theory, might prove a bone of contention with the Commonwealth in particular and perhaps even the Sumaah Republic as signatories to the Liberty Pact which outlaws trade with Jarm.&lt;br /&gt;
&lt;br /&gt;
There is a reason that in the Delves to call someone &amp;quot;jakhal&amp;quot; in the Delves as a term of endearment is to call them a “cheeky fucker” with a smile on one&#039;s face. It remains to be seen whether that smile is contagious or not.&lt;br /&gt;
&lt;br /&gt;
Annabel de Gouden and her faction of the Jackal are not asking for anything - the &#039;&#039;Jakhalsmarkt&#039;&#039; is open regardless. However if they wished the Imperial Senate could make it illegal for Imperial captains to visit the port of Betovering while the market is open. This would prevent anyone visiting the market and acquiring explicitly Jarmish goods, but it would also come at the cost of preventing access to the lucrative luxuries of that wealthy port. Simply criminalising access to the Jakhalsmarkt would not be sufficient - once a captain docks at Betovering there is no way for anyone to know what they are doing, where they are going, or what they are buying.&lt;br /&gt;
&lt;br /&gt;
Another possibility would be for the Imperial Conclave to [[interdiction|Interdict]] &#039;&#039;Star Jewellery&#039;&#039;. While these talismans are not common in the Empire, their basic properties are somewhat known by magicians of the League and Urizen who have had reason in the past to trade with Jarmish artisans. Unfortunately, it would not be possible to interdict only those talismans that originate in Jarm. If such an interdiction is enacted then any talisman that follows the same pattern will also be interdicted (that is, any talisman that allows a magician to cast a spell they know additional times each day). The Senate could make possession and trade of Jarmish Star Jewels illegal, but then the onus would be on the magistrates to identify whether such an item originated with a Jarmish artisan which creates headaches of its own in achieving a conviction.&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Apothecary Allies==&lt;br /&gt;
* &#039;&#039;&#039;Esme i Estrico i Erigo, Speaker for the Imperial Apothecaries Guild, has contacted the Kruidenkenner&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Kruidenkenner have suggested shifting existing sinecures and ministries to be appointed by the Apothecaries Guild&#039;&#039;&#039;&lt;br /&gt;
The Sarcophan Delves are masters of the arts of the herbalist, [[Surgical skills#Physick|physick]], and especially the [[Surgical skills#Apothecary|apothecary]]. Among some of the most enthusiastic merchants to invest in the Empire in recent times came from the Delves, specifically the wealthy and influential &#039;&#039;Kruidenkenner&#039;&#039;. This guild is at the forefront of the trade in herbs, and medicinal products of all kinds, and so it is perhaps no surprise that they have shown excited interest in the newly created [[Imperial sodality]] of the [[Apothecaries Guild]]. The leaders of the guild [[Can%27t_give_everything_away#The_Apothecaries_Guild|requested]] that the [[Imperial_Apothecaries_Guild#Guild_Leader|Speaker for the Guild]], &#039;&#039;&#039;Esmé i Estrico i Erigo&#039;&#039;&#039; make contact with them to discuss their shared interests.&lt;br /&gt;
&lt;br /&gt;
It seems that the Speaker has made a very positive impression on the sodalities&#039; opposite numbers if the Sarcophan Delves. They are especially keen on the belief that &#039;&#039;our expertise should be valued and fairly compensated&#039;&#039;, unsurprisingly. They are confident that they can do business together and thus have two initial proposals.&lt;br /&gt;
===Magazijn===&lt;br /&gt;
* &#039;&#039;&#039;The Kruidenkenner are keen to do business directly with the Imperial Apothecaries&#039; Guild&lt;br /&gt;
* &#039;&#039;&#039;They propose changing the appointment methods of the Master of the Root and Stem and the Kruidenkenner Trademaster&lt;br /&gt;
* &#039;&#039;&#039;If this is done the two titles will receive additional opportunities to purchase herbs from the Delves&lt;br /&gt;
There are two major points of contact for the Kruidenkenner in the Empire at the moment, two Kruidenkenner Magazijn warehouses. The [[Kruidenkenner_Trademaster#The_Kruidenkenner_Magazijn|first]] was built at [[Necropolis#Longbeach|Crown&#039;s Quay]] in [[Necropolis]] and is overseen by the [[Kruidenkenner Trademaster]]. The [[Master_of_the_Root_and_Stem#The_Kruidenkenner_Magazijn|second]] in [[Mitwold#Meade|Meade]] in the territory of [[Mitwold]] and overseen by the [[Master of the Root and Stem]]. The position of Kruidenkenner Trademaster is [[Auction of the Seats|auctioned]] at the Spring Equinox each year, and as a Marcher position the Master of Root and Stem is appointed by [[Tally of the Votes]] during the Autumn Equinox. The Kruidenkenner propose changing this arrangement and ask the Imperial Senate to agree to the changes. They would like to see both titles appointed by the Apothecaries&#039; Guild. Bedelaar Huisbaas Annike has confirmed that the Delves are broadly in favour of this and that the changes could be presented as a [[Ambassador#Treaty|treaty]] by Ambassador Dino. &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 style=&amp;quot;width:400px; float: right; margin-left:10px;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Medicinal Herbs&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;260 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 marrowort, 6 true vervain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;490 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 marrowort, 12 true vervain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;710 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18 marrowort, 18 true vervain&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;
This change won&#039;t affect any of the positions that benefit from the existence of the Kruidenkenner Magazijn - they would continue to receive their benefits. But it would improve confidence from the Kruidenkenner merchants dealing with the Empire even further. The [[High Herbalist of Sybella]] and the [[Master of the Clearing House]] would continue to receive their full benefits. The Kruidenkenner themselves would foot the bill to expand their operating in the western Empire to match those in the east, providing the [[Master of the Root and Stem]] with an additional ability to purchase random herbs identically to that of the Kruidenkenner Trademaster. For their part the Kruidenkenner Trademaster would gain the ability to buy [[true vervain]] and [[marrowort]] - herbs vital to the medicinal arts.&lt;br /&gt;
&lt;br /&gt;
The Civil Service note that in amending the titles, the Imperial Senate could choose to further amend the Master of the Root and Stem to make it an Imperial position that could be held by any citizen. There is no requirement to do so however - an Imperial Sodality can appoint a national position. In this case, all potential candidates would need to be Marchers but everyone in the sodality would have a say in who held the title.&lt;br /&gt;
===Herbal Lore===&lt;br /&gt;
* &#039;&#039;&#039;The Kruidenkenner are keen to learn the secrets of the Unshackled Blade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They offer to exchange the recipes with two of their own with the Apothecaries Guild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not currently legally possible for the Apothecaries Guild to accept this offer&#039;&#039;&#039;&lt;br /&gt;
The Kruidenkenner are understandably jealous of their herbal arts - they are the basis of their prosperity and influence after all. For the most part they make use of the same [[potion|potions]] their Imperial counterparts do but it cannot be denied that they know how to brew some things the Empire&#039;s apothecaries do not. It seems they are well aware of [[Thornsinger#Thornsong_House|Thornsong House]] and interested to learn more about its research - but also painfully aware that it is currently out of action due to the invasion of the Druj and the expanding vallorn. There is one set of potions they know the Empire knows that they do not know and that they are very interested in gaining access to: the [[Unshackled Gift]]. A few years ago there were some discussions with the then-Ambassador about acquiring these potions, fronted by a consortium of Sarcophan herbalists. &lt;br /&gt;
&lt;br /&gt;
The most recent offer, according to Bedelaar Huisbaas Annike, was that Sarcophan apothecaries would be prepared to pay 175 thrones for the recipe, provided that it was an exclusive deal. That is, one in which both parties sign contracts guaranteeing that the knowledge will not be shared with residents of any other nation. The Delves have magicians who can arrange for such contracts to be lodged with the [[Lictors|Brass Magistrates]] of the [[Realms#Autumn|Autumn realm]] to ensure that both parties face punitive penalties for breaking the contract. The assumption was that having a duopoly on the recipe would allow the merchants of the Delves to recoup the large investment in less than a decade by selling the potions all over the world. Without a convincing contract of exclusivity the potions would be worth only a fraction of their price. Without such an agreement the Empire could sell the recipe to the Sarcophan and then sell it to every &#039;&#039;other&#039;&#039; nation as well thus ensuring that the Delves were left with potions that nobody would pay a premium to buy. They were prepared to pay 15 thrones for non-exclusive access to the recipe.&lt;br /&gt;
&lt;br /&gt;
The discussions came to nothing, unfortunately. Or perhaps fortunately - because it allows the Kruidenkenner the opportunity to acquire this lore for their guild rather than sharing it with the rest of the Delves. As such the Kruidenkenner have a proposal of their own for the Apothecaries&#039; Guild. If the sodality will commit to trade the recipes to them, and agree to an exclusive contract, they will provide the sodality with two recipes of their own, as long as that exclusivity were maintained for at least the next five years. After that, they would be prepared to negotiate further to maintain exclusivity. The &#039;&#039;Brass Magistrates&#039;&#039; would oversee the agreement, ensuring neither side sold the &#039;&#039;recipes&#039;&#039; further afield (obviously both the Empire&#039;s apothecaries and the Kruidenkenner would be able to profit from selling the potions made with the recipes). The money would be paid directly to the Speaker of the Apothecaries&#039; Guild, who could do with it as they wished.&lt;br /&gt;
&lt;br /&gt;
In exchange the Kruidenkenner are prepared to share two of their own potions with the Apothecaries&#039; Guild. They would provide the guild with a herbal detailing the two potions, and the Guild could keep the knowledge to their members or put them into Imperial lore. Either would be fine provided they were not shared with non-Imperial magicians while the Kruidenkenner enjoy their own exclusivity. The potions they intend to offer are both built using the principles of the [[Master Medicinal]] - a &#039;&#039;salve&#039;&#039; that ameliorates ruined limbs and suppresses the pain of major injuries in a similar fashion to which the [[Master Medicinal#Maledict&#039;s Medicament|Maledict&#039;s Medicament]] removes both poisons and curses; and a more potent version of the [[Apothecary_Potions#Elixir_Vitae|Elixir Vitae]] the Empire is familiar with that restores an injured warrior to full strength after a short period of inaction.&lt;br /&gt;
&lt;br /&gt;
There is however a niggle with all this. The Apothecaries&#039; Guild do not have the legal power to do this. While the Senate has [[387YE_Spring_Equinox_Senate_sessions#Amend_Imperial_Apothecaries_Guild|confirmed]] that the power and authority to disseminate knowledge of potions across the Empire lies with the sodality, they do not have the legal ability to disseminate a herbal from Imperial lore. Their [[Imperial Apothecaries Guild#The Manifesto|manifesto]] indicates that they are responsible for the &amp;quot;&#039;&#039;dissemination of ingredients, potions, and antidotes&#039;&#039;&amp;quot; and that they &amp;quot;&#039;&#039;represent and support the economic, political, and magical interests of apothecaries and herbalists within the Empire.&#039;&#039;&amp;quot; The Senate has approved the Apothecary Guild manifesto but has not formally given them these abilities.&lt;br /&gt;
&lt;br /&gt;
One way to resolve this contradiction would be to give the Apothecary Guild the power to disseminate herbals from Imperial Lore, in the same way that the Conclave can use a declaration of [[dissemination]] to create a ritual text that can then be traded. The other would be to further amend the manifesto of the Apothecaries Guild to water down their remit. Either would require a [[Senate motion#Constitutional Vote|Constitutional vote]].&lt;br /&gt;
{{WingedMessenger|address=Missives from the Speaker of the Apothecaries Guild, the Kruidenkenner Trademaster, or the Master of Root and Stem may be sent to &#039;&#039;Engel van Luwte, Hal van de Vijzel en Stamper, Sarcophan Delves&#039;&#039;. They have made clear that missives from other individuals will not receive replies}}&lt;br /&gt;
&lt;br /&gt;
===Further Communication===&lt;br /&gt;
* &#039;&#039;&#039;The Speaker of the Apothecaries Guild is invited to engage in further communication&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regardless of what happens in the short term, as mentioned the Kruidenkenner are keen to further their relationship with the Imperial Apothecaries Guild. As such, they propose that the Speaker for the Guild should feel free to send a [[Call Winged Messenger|winged messenger]] directly to one of their council - &#039;&#039;Engel van Luwte&#039;&#039; - who is empowered to communicate with the Guild on behalf of the Kruidenkenner. They regretfully point out, however, that Engel van Luwte is a busy person, and will have little time to reply to random correspondence - as such he will only reply to messages from the Speaker, the Kruidenkenner Trademaster, and the Master of the Root and Stem (the latter two are expected to oversee the trade of herbs between the Sarcophan guild and the Empire after all). Anyone else is cordially invited to do their business via the [[Ambassador to the Sarcophan Delves]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBWintermark.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blooming Farmers==&lt;br /&gt;
* &#039;&#039;&#039;Strange flowers continue to grow among the vlinderbloem Hahnmark farmers are cultivating for Sarcophan merchants&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Florian Kraft wishes to meet with Hahnmark farmers to discuss the situation at the Wintermark Tree of Names at 11:45 on the Sunday of the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A Sarcophan vintner who has attempted to brew Viezesmaak using the odd flowers also wishes to meet with farmers. They plan to arrive at TBC&#039;&#039;&#039;&lt;br /&gt;
The fields of Hahnmark are a sea of pinks and purples as summer fades to Autumn. Among flowers with petals like butterfly wings, canny pickers continue to spot the distinctive spiral bloom of the mysterious draaikolkbloem.&lt;br /&gt;
&lt;br /&gt;
The Kraft brothers, self-professed Sarcophan specialists in both wheeling and dealing, say the viezesmaak brewed with the harvest is selling well - but they have a particular interest in the strange spiral flowers growing among the yields of vlinderbloem. Florian Kraft has made the long journey from the Delves to investigate the phenomenon more closely, and wishes to speak to Hahnmark farmers about their experiences with the plant and any potentially valuable properties. Florian aims to arrive at the Tree of Names in the Wintermark camp at 11:45 on the Sunday of the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
But the Kraft brothers’ enterprise has also attracted other interest. Over the past season, renowned vintner Renaten Zuredruiven has experimented with the potential to use draaikolkbloem rather than vlinderbloem to produce Viezesmaak, and how this might affect the narcotic. His experiments concluded, he wishes to speak to farmers about the results at TBC.&lt;br /&gt;
{{WingedMessenger|address=Missives pertinent to the business of the Gold Leaf Gardeners in the Empire can be sent to &#039;&#039;Luca Beekhof, The Bladgoud Tuiniers Handelsschool, Sarvos&#039;&#039;. The Bladgoud Tuiniers caution that they will reply only to missives directly related to their business}}&lt;br /&gt;
==Goldleaf Gardeners==&lt;br /&gt;
* &#039;&#039;&#039;The Goldleaf Gardeners continue to invest in their establishment in the Alivetti estates&lt;br /&gt;
* &#039;&#039;&#039;Aaven Beekhof has returned to the Delve leaving his nephew Luca in charge of the guild presence&lt;br /&gt;
The &#039;&#039;Bladgoud Tuiniers&#039;&#039; - perhaps better known as the [[Waiting_for_the_worms#Gold_Leaf_Gardeners|Gold Leaf Gardeners]] - have been investing in the Sarcophan enclave in Sarvos for a year or so. Early attempts to arrange a deal with the Chamber of Commerce of the city to sell their [[Houses_of_Silence#Chamber_of_Commerce|narcotics]] proved unappealing. Rather than admit defeat however, the enthusiastic &#039;&#039;Aaven Beekhof&#039;&#039; offered the services of the &amp;quot;herbalists&amp;quot; [[Theory_of_the_crows#Everything_Must_Go|more widely]]. It&#039;s not clear if anyone actually took up the offer, but the fact remains that the Bladgoud Tuiniers have maintained their presence at the Alivetti Estates. Aaven himself has apparently returned to the Delves, but the Gardeners are apparently doing reasonable business with visitors to the estates interested in experiencing the delights they offer. He has left his nephew Luca Beekhof behind to oversee the Gardeners&#039; business in the Empire. The news is that a [[Call Winged Messenger|winged messenger]] might be dispatched to Luca, but that the Bladgoud Tuiniers will only answer if the missive relates directly to their business - and that they are not currently looking to sell anything outside of the enclave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Missives can no longer be sent to Aaven Beekhof; missives sent to Luca Beekhof will only receive a response if they specifically relate to business matters, and the guild is not selling drugs to private citizens at this time.&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=Scarlet_sands&amp;diff=135980</id>
		<title>Scarlet sands</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scarlet_sands&amp;diff=135980"/>
		<updated>2026-03-20T22:33:30Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Scarlet sands.jpg|caption=Northern Mareave is hot and arid even in the winter.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gold In The Dust==&lt;br /&gt;
{{#ev:youtube|link={{{https://www.youtube.com/watch?v=C7Ea7xuZZNg}}}|300|right}}&lt;br /&gt;
The newly completed [[Construct_Grand_Lodge_of_the_Golden_Pyramid|Grand Lodge]] of the [[Golden Pyramid]] is built in northern Clisearn. It is a wonder - a grand edifice that reflects the wealth, power, and influence of the richest [[Conclave order]]. It is a symbol of the [[Prosperity]] and [[Pride]] not only of the order but of the Conclave as a whole. It is also something of a whispered promise to the recalcitrant inhabitants of Clisearn - those former Grendel who chose to remain when the Imperial Orcs claimed Mareave - that their prestige is recognised and assured.&lt;br /&gt;
&lt;br /&gt;
It is unfortunate, perhaps, that barely a week after the work is completed, the Lodge is besieged by the Grendel.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Summer Solstice, the [[orc|orcs]] of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Attar]] sent their land-forces north out of [[Ayereed]] into the lands of the Brine Turtles sept. Welcomed with open arms, they swiftly seized [[Mareave#Fleisardh|Fleisardh]] and pushed further, toward the [[mithril]] mines of [[Mareave#Clisearn|Clisearn]]. They continued to push through the Equinox, and the path to their eventual goal, to the [[Mareave#Fundindelve|Fundindelve]] led them inexorably to the [[weirwood]] gates of the Grand Lodge.&lt;br /&gt;
&lt;br /&gt;
With the Iron Gulls leading the Storm Sharks and the Brine Turtles north toward the [[mithril]] mine, it falls to the Naguerro to seize the wealth of the Golden Pyramid. Former Lasambrian orcs, the Naguerro were once known as furious warriors led by their witches and [[shamans|shaman]]. Rescued from certain death at the hands of the [[Iron Confederacy]] in what is now [[Bay_of_Catazar#Kalino_(or_“Arbonne”)|Arbonne]], the Salt Lords have nurtured a fierce [[Grendel religion#Fidelity|Fidelity]] among this sept, showering them with gifts of land and wealth. They have repaid Fidelity in kind, and it is hard to imagine that this disciplined army that surrounds the approaches to the Grand Lodge is the same band of rough bandits that fled the western Bay. It is easy to forget that [[The_Brass_Coast_history#The_Exodus_from_Highguard|once upon a time]] the Naguerro were fierce sailors, a major thorn in the side of the people of [[Sarvos]]. Under the careful cultivation of the Salt Lords, it seems that they are reclaiming their heritage just as their cousins in Hierro and Corazón have rebuilt their own pride with the aid of the Jotun.&lt;br /&gt;
&lt;br /&gt;
Regardless, the siege is remarkably mannered. When the Naguerro arrive, they do not attack immediately. They block entry to the Lodge, and give the Imperial citizens within a long night to ponder the future. Then a small contingent of orcs, hands open, requests parley. The request has the weight of a demand - there&#039;s little chance the Grand Lodge could survive a concerted attack from an entire army. A small group of Order members is put together, to speak with the delegation from the Grendel, before the gates of the Lodge&#039;s palatial gardens.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterGoldenPyramid.jpg|caption=&#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039;, Grandmaster of the Golden Pyramid|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Naguerro contingent is led by an unmistakable Wind Lord; a powerful and respected magician who nonetheless bears the marks of the Naguerro. Wind Lord Ivárruri Naguerro has been granted leave by the Salt Lords to deal with the Grand Lodge of the Golden Pyramid as she sees fit. After sage advice from certain of her fellow Wind Lords, she has chosen to attempt a diplomatic solution. Or, rather, to offer an opportunity to avoid losing everything by instead giving up... well, a frankly eye-watering tithe in money, crystal mana, or lore, to be paid each season.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Call it rent&#039;&#039;,&amp;quot; says Wind Lord Ivárruri wryly. In return, the order will maintain its presence in Clisearn; will be free to trade with the Grendel and the people of [[Mareave#Beoraidh|Beoraidh]] if they feel they can do so under Imperial law; and will secure free passage for labourers and merchants to Beoraidh and thus back into the Empire. &amp;quot;&#039;&#039;Also,&#039;&#039;&amp;quot; she points out, &amp;quot;&#039;&#039;It would be a shame to see this beautiful mansion burnt to the ground when you have invested so much in it&#039;&#039;.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
It is not lost on the Imperial magicians that through the entire presentation - it is a little one-sided to call it a negotiation - Wind Lord Ivárruri is flanked by two [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Autumn|Autumn realm]] - an observer from the [[Ephisis|City of Gold and Lead]] and an advisor from the [[Lictors|City of Bar and Bond]]. They do not speak much, but there&#039;s little doubt they are keen to see the Grand Lodge defended.&lt;br /&gt;
&lt;br /&gt;
Ivárruri is at least peripherally aware of the workings of the [[Conclave]] - no doubt thanks to her supernatural allies - and does not expect an immediate response. Yet she warns that her patience, and that of the Salt Lords, is finite. She expects a decision to be made during the Winter Solstice, and until then, the Naguerro will continue to control access to the Lodge. &amp;quot;&#039;&#039;After all,&#039;&#039;&amp;quot; she says philosophically, &amp;quot;&#039;&#039;There is no finer symbol of dominion than the ability to destroy&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Naguerro are as good as their word, securing the vicinity of the Lodge and showing every sign of being ready to strike decisively against the Lodge should there be any funny business. [[Call Winged Messenger|Winged Messengers]] are dispatched to Order members, and those besieged within the walls at least live out the following weeks in the lap of luxury.&lt;br /&gt;
&lt;br /&gt;
==Silver on the Mountain==&lt;br /&gt;
The siege of the Fundindelve is nowhere near as civilised as that led by the Naguerro. The Iron Gulls, the Storm Sharks, and especially the Brine Turtles press the limited defences of the great mithril mine hard. They strike swiftly and surely in an attempt to overwhelm the defences. Imperial Orc settlers are driven back toward Eoradal, but many decline to abandon Clisearn, creating a temporary armed camp around the entrances to the mines. They work with the human miners - many Imperial Orcs still make it a point of honour not to work mines, and this is an Imperial concern rather than a national one. Many of the labourers here are [[the Marches|Marchers]] trained in the depths of the [[Singing Caves]] and no stranger to defending against barbarian aggression. Their stubbornness sees them fight alongside their Unshackled fellows to hold on to the mine in the face of nearly overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Iron Gulls are veterans of a dozen clashes with the Empire, more than a match for the desperate defenders at the Fundindelve. Experienced siege engineers, they are unlikely to be slowed by the makeshift barricades erected by the miners. Yet they are also taking extra care to ensure that no damage comes to the mine workings; it would be less than ideal to claim the mines and their mithril stockpiles only to then have to spend months digging them out of the side of a collapsed mountain.&lt;br /&gt;
&lt;br /&gt;
As they bring more and more of Clisearn under their control, General Ansleah of the &#039;Gulls dispatches messengers to the [[Here_to_stay#Selfishness|citizens of the region]], especially the &#039;&#039;Adahr&#039;&#039;, the &#039;&#039;Marr&#039;&#039; and the &#039;&#039;Tholdie&#039;&#039;. In this, the General perhaps overplays their hand; they make barely veiled demands for a show of Fidelity; for supplies and troops to bolster the &#039;Gulls and their efforts to liberate Mareave. These &amp;quot;requests&amp;quot; go over &#039;&#039;very&#039;&#039; poorly with the former Grendel; within a week the sorcerous &#039;&#039;Savurn Marr&#039;&#039; has made surreptitious contact with the Golden Pyramid members in the Grand Lodge asking what their plans are and falling just shy of suggesting that the former Wind Lord and their family at least is considering jumping ship to support the Empire if presented with a compelling enough case...&lt;br /&gt;
&lt;br /&gt;
While his approach to the recalcitrant orcs of Clisearn is misjudged, elsewhere General Ansleah is much more cautious - and not just out of a concern for the mines. The Grendel captains know that the element of surprise only serves an invader so far. The Empire will surely respond to their aggression in Mareave. The main question is whether they will be able to free up sufficient forces from the other theatres they are engaged in this season or not.&lt;br /&gt;
&lt;br /&gt;
==Flies in the Honey==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Wildfyre, General of the Seventh Wave&amp;quot;&amp;gt;Seventh Wave! Our time has come to finish our long standing work. We return to Mareave with virtue in our hearts and our allies to our sides. We stand as the strongest army in the Empire, we are a beacon in this Empire. Push to Mareave. Let our friends and allies the Imperial orcs know that we will not let invaders take our homes and our lives.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, we will remember when the Imperial Orcs rallied to Holberg to lift the siege. Remember that Reckoning as you armour yourselves and make a steady conquest to drive the Grendel from Imperial Land.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Skywise Rykana, General of the Winter Sun&amp;quot;&amp;gt;Heroes of the Winter Sun, we have fought hard to break the hold of slavery over the Sarangrave but now we march south to defend our own lands. Sweep across Mareave in a balanced attack and ensure the homes we are building and not destroyed before the hearthfires can be lit. We claimed these lands once, now let our virtuous cry ring out again as we drive the Grendel back to their borders and prove that we hold to our bonds and defend the lives we seek to inspire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SeventhWave_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Seventh Wave]]&lt;br /&gt;
[[File:TowerJacks_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Towerjacks]]&lt;br /&gt;
[[File:WinterSun_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Winter Sun]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The answer to the Generals&#039; question is delivered sooner rather than later; news of a significant force of Imperial soldiers entering Mareave through the Apulian Way explodes across the territory. Three armies, with the [[Winter Sun]] in the vanguard, come down through Icarion to Eoradal with their allies, and the fight for Mareave begins.&lt;br /&gt;
&lt;br /&gt;
The Sun are fresh from fighting the [[Druj]] in the [[Sarangrave]]. Having marched south into [[Zenith]], they joined up with the [[Towerjacks]] and together braved passage through madness-haunted [[Spiral]]. No army wishes to spend longer than necessary beneath the oppression hanging over the League territory; they paused briefly at [[Spiral#Ballaghadruh|Ballaghadruh]] as guests of the castellan, then moved as swiftly as possible through [[Spiral#Apstrus|Apstrus]] to the [[Mareave#Apulian Way|Apulian Way]]. Those nights they were forced to spend in the accursed hills and plains have taken an inevitable toll. Night terrors and dark moods are the least of it - the grim power of the {{Black Plateau}} is ever-present. At night [[the League|League]] and Imperial Orcs musicians are encouraged to try and outdo each other to try to keep the malign influence at bay.&lt;br /&gt;
&lt;br /&gt;
At the mouth of the Apulian Way, they meet with the [[Seventh Wave]] who have made excellent time along [[Spiral#Carstag&#039;s Way|Carstag&#039;s Way]], taking advantage of the mithril-woven hostelries along its length to minimize their exposure to the oppressive atmosphere. Together they march through the pass into the arid hills of [[Mareave#Icarion|Icarion]]. &lt;br /&gt;
&lt;br /&gt;
Even as Winter approaches, Mareave remains hot and dry. Whatever mud still lingers from the Sarangrave and passage through sodden [[Zenith#Proceris|Proceris]] soon turns to dust and falls away. There is little water in this parched land; outside of Clisearn and Fleisardh it is only thanks to the [[Mareave#Great Aqueduct|Great Aqueduct]] at [[Mareave#Eoradal|Eoradal]] that any crops are able to survive in this near-desert. &lt;br /&gt;
&lt;br /&gt;
With the Empire&#039;s soldiers comes the power of Imperial magic. In the foothills of the north-eastern peaks, in [[Mareave#Nadir|Nadir]], the drake-hunters are startled by the appearance of six squat towers of black basalt, topped with ramparts of silver. They bring with them an unnatural chill that provides welcome relief to Imperial Orcs more familiar with the alpine climate in [[Skarsind]]. From the fortress issues a legion of warriors with the aspect of great white bears, each bound in mithril harness and armed with axe and shield. They are [[Inhabitants of the realms|soldiers]] from the demesne of the [[Cathan Canae|Queen of Ice and Darkness]] and they join the marching armies as they pass through Nadir bound for the south.&lt;br /&gt;
&lt;br /&gt;
The Imperials make for the growing town that has sprung up in the shelter of the aqueduct. At Eoradal they prepare for their offensive against the orcs of the Broken Shore. Many of the soldiers are taken aback by what awaits them; walls of black granite have sprung up around the burgeoning town, connecting minarets of bone-white stone and metal. The walking dead - skeletal warriors of human and orc stock - guard the ramparts, wrapped in blackened steel, and the approach of the Imperial armies is heralded by the howling of ox-sized white wolves that stalk the open ground. [[The Basalt Citadel]] of the &#039;&#039;Tomb King&#039;&#039;, of the Lord [[Sorin]], has been conjured here out of the ruins of the old Skouran town. Its presence has helped hearten the defenders here, and impressed the independent orc clans that cluster around the place - even the cynical [[Here to stay#Cynicism|Uthni]] cannot deny that the magical citadel is impressive. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 200px; margin-right: 10px&amp;gt;{{HoverImage|CathCane001b.webp|Sorin001.png|caption=Imperial magicians have conjured two very different citadels from the eternal realms.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The black citadel has drawn interest from the engineers working on [[Fortify_Ruicraic%27s_Redoubt|Ruicraic&#039;s Redoubt]] as well. The construction proceeds apace, and while the Imperial armies prepare to face the barbarians several of the Towerjacks are invited to inspect the work being done on the eastern castle. Work is nearly complete; the new fortification will be finished in time for the Winter Solstice provided that the Grendel do not manage to push north into Eoradal. Some of the orc builders mention to their League peers that the Uthni are grudgingly coming round to the idea that perhaps the Imperial Orcs are not as full of hot air as they first assumed. If Imperial forces can drive the Iron Gulls and the rest back into Ayereed it can&#039;t help but prompt a fundamental shift in the attitude of the Eoradal orcs to the Empire.&lt;br /&gt;
&lt;br /&gt;
When the Empire&#039;s armies leave the shelter of Sorin&#039;s walls to begin their battle for Mareave, a battalion of skeletal warriors and magical white wolves accompany them. Perhaps even more significantly, a warband of &#039;&#039;Uthni&#039;&#039; youths silently join the Winter Sun to follow them south. The problem with the Uthni and the families that look to them is that they do not believe that the Imperial Orcs are here to stay, or that they will come back in the event their dominion is challenged. It seems that recent events have gone a long way toward challenging that belief. It is not a wholesale endorsement - and it is clear some of the Uthni are unhappy that their young warriors want to fight the Grendel - but it is perhaps a heartening sign nonetheless. These youths demonstrate a significantly more mercenary spirit than some Imperial orcs are entirely comfortable with, wanting to know when they will be paid their share of the [[Powers_of_the_Imperial_Senate#Guerdon|Imperial Guerdon]]. Members of the Sannite sept make a particular point of befriending and welcoming these new warriors. They have a shared heritage and hear the same ancestors after all. There is no doubt that of all the Unshackled septs they best understand where these would-be [[Reaver|reavers]] are coming from and the opportunity they represent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=left|width=250|caption=Stone Born troops are the most heavily armoured soldiers in the Grendel arsenal}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Into Clisearn==&lt;br /&gt;
To Clisearn, then, where the wealthy and privileged Grendel families of Mareave once held court, far from the cramped quarters and stink of [[Mareave#Beoraidh|Beoraidh]]. They have little affection for the Empire, but are equally unfriendly and resentful of their fellow Grendel who left them behind when Imperial forces conquered Mareave. The fact that on their return General Ansleah has disrespected them has certainly not strengthened their fidelity to their former countryfolk - quite the contrary. &lt;br /&gt;
&lt;br /&gt;
There is a sizable welcoming committee to meet the Winter Sun, the Towerjacks, and the Seventh Wave when they cross into Clisearn. The Brine Turtles and the Iron Gulls, besieging Fundindelve, receive the Imperial advance alongside the zealous warriors of the Storm Sharks. The latter seem bent on recreating the deeds of their [[Grendel religion#Ancestor|ancestor]] - [[Grendel religion#Rucraic - The Storm Lord|Rucraic the Storm Lord]] - with [[Grendel religion#Audacity|audacity]] and [[Grendel religion#Cunning|cunning]] that is notable even for the Grendel. The iron fist of General Ansleah keeps the daring of the Storm Sharks in check - just about - but they are eager to test themselves against the Winter Sun and the Seventh Wave in particular.&lt;br /&gt;
&lt;br /&gt;
Both sides favour a measured approach to the war; the Highborn and the Imperial Orcs take more risks than the Grendel but even they [[Army orders#Balanced Attack|balance]] the desire for victory against the lives it will cost to achieve it. All three Imperial armies have [[Sea-wood_fed_with_copper#Storms_Break|fought here before]], having helped to claim Clisearn from the Grendel during the initial invasion. As Clisearn fell, so fell Mareave, and in a way that remains true. With Beoraidh insisting on neutrality, backed up by the patronage of the [[Sarcophan Delves]], the Grendel cannot threaten the arid northern regions.&lt;br /&gt;
&lt;br /&gt;
At first the battle balances on a knife-edge, but as the day draws on it becomes apparent that the Empire has the upper hand. Between the magical allies conjured from the [[Realms#Summer|Summer]] and [[Realms#Winter|Winter]] realms and more than seven thousand troops led by [[Military unit|independent captains]], the Broken Shore armies are heavily outnumbered. General Ansleah rages as they are forced to sound the retreat; with the Storm Sharks covering their withdrawal they pull back to the south ceding the Fundindelve. The Empire&#039;s soldiers are greeted with a mighty cheer from the miners, and they ride that wave in pursuit of the retreating barbarians.  &lt;br /&gt;
&lt;br /&gt;
When news comes of the fighting to the north, Wind Lord Ivárruri somewhat regretfully curtails the negotiations with the Golden Pyramid. The Naguerro move to meet the retreating Grendel armies but are careful to leave a contingent behind to ensure the Imperials trapped in the Lodge do not make the mistake of trying to leave just yet. While Ivárruri may have represented the civil, diplomatic, political face of the Broken Shore, the Naguerro warriors themselves are as furious and deadly as ever. Bolstered with [[Night magic]], the former Lasambrians throw themselves into the fray with glee, shouting the name of Naguerro as they try to hold back the Imperial tide.  &lt;br /&gt;
&lt;br /&gt;
In the end, it makes only a little difference. Barely a week after the Naguerro left the Grand Lodge, the Broken Shore armies are marching south. The forces the Naguerro left behind are forced to retreat with them by the approach of the Towerjacks, and in short order the Golden Pyramid palace is secured and protected from Grendel counter-attack.&lt;br /&gt;
&lt;br /&gt;
The pattern repeats itself; the Broken Shore armies try to break the Empire&#039;s armies, to push them back. The Empire holds, and presses the barbarians and the battle lines shift before the Grendel are forced to retreat toward Fleisardh. One by one the estates of the Adahr, then the Marr, and finally the Tholdie are brought back into Imperial hands. They are no more welcome than they were the first time, but there is a kind of fatalism in the reception of these orcs. Regan Tholdie complains bitterly about the damage their orchards suffer when the Seventh Wave drive off the Brine Turtles warriors camping around the family villa. Devan Adahr talks about demanding compensation from the Towerjacks and the Iron Gulls alike. Their complaints ring a little hollow; what is notable is that few of the former Grendel living in Clisearn choose to accompany the Broken Shore armies as they retreat south.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Grumpy Turtle.jpg|align=left|caption=The Brine Turtles refuse to cooperate with the Imperial Orcs.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reach Exceeding==&lt;br /&gt;
In the end it becomes apparent that the Grendel reach has exceeded their grasp. Mile by mile they are pushed out of Clisearn, forced back into the Brine Turtle lands. The Empire follows them step for step. The fighting does not end at the border but continues into Fleisardh. The Brine Turtles in particular become desperate, fighting more and more recklessly even as the other three barbarian armies become more conservative - more resigned to the reality of losing their foothold in Mareave.&lt;br /&gt;
&lt;br /&gt;
The Empire and its allies build on their advantage, and as the Winter Solstice approaches the Broken Shore armies are pulled up around the town of &#039;&#039;Fioroult&#039;&#039;, and the great freshwater lake there. If things remain as they are, there&#039;s no doubt the Grendel will be forced to abandon their attempt to reclaim Mareave. Without serious reinforcements they are unlikely to hold on to Fleisardh if the Empire keeps up the pressure.&lt;br /&gt;
&lt;br /&gt;
Any potential Imperial victory brings with it the difficult question of what to do about the Brine Turtles - the sept not the army. They don&#039;t seem inclined to flee their holdings in the south of Mareave, but they are clearly going to offer succour and support to any future invasion of the territory. They still send their warriors to fight under the banners of the Salt Lords, and that army at least, will never accept that Fleisardh is in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
The tally of the dead indicates that the fighting here has been bloody indeed. Near two thousand Imperial soldiers have been lost in the slow drive through Clisearn into Fleisardh. Estimates suggest that the Broken Shore forces have suffered comparable losses. A lot of blood spilled for control of Mareave, and while the Empire has the upper hand at the moment there is many a slip twixt cup and lip as the Marcher miners might contend.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has driven the Broken Shore forces out of Clisearn and is three-tenths of the way towards securing Fleisardh&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the fight between Grendel and the Empire&lt;br /&gt;
* &#039;&#039;&#039;Completion of the Golden Pyramid Grand Lodge has removed the Uncooperative quality from Clisearn&lt;br /&gt;
* &#039;&#039;&#039;Completion of Ruicraic&#039;s Redoubt has removed the Uncooperative quality from Eoradal&lt;br /&gt;
The Empire has won a significant victory in Mareave, driving the Grendel armies out of Clisearn and establishing a foothold in Fleisardh. Their successes have gone a long way toward convincing the cynical and the selfish independent orcs of Mareave that perhaps the Empire is here to stay after all. Along with the completion of the Golden Pyramid Grand Lodge and the fortification of Ruicraic&#039;s Redoubt, this has removed the uncooperative quality from both Clisearn and Eoradal. There is still a way to go before the independent orcs there seek to join the Unshackled, but the first steps have been made.&lt;br /&gt;
&lt;br /&gt;
The Brine Turtles sept remains opposed to the Empire. The [[Region_qualities#Uncooperative|Uncooperative]] and [[Region_qualities#Under Threat|Under Threat]] qualities persist in Fleisardh; there is no love for the Imperial Orcs or the Empire among the sept.&lt;br /&gt;
&lt;br /&gt;
Beoraidh remains neutral; there has been no effort to offer support to either side in the ongoing battle here. Both Imperial and Grendel merchants are welcome at the port however; Salt Lord Ehsan is not playing favourites.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Mareave]]&lt;br /&gt;
* [[Lines of care and sorrow]] - 387YE Autumn Wind of War detailing the Grendel invasion of Mareave&lt;br /&gt;
* [[386YE_Spring_Equinox_Senate_sessions#Ratify_Treaty_with_Beoraidh|Treaty with Beoraidh]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Those_that_break_a_thing&amp;diff=135979</id>
		<title>Those that break a thing</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Those_that_break_a_thing&amp;diff=135979"/>
		<updated>2026-03-20T22:33:12Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=To Break A Thing.jpg|caption=Those that break a thing to find out what it does have left the path of wisdom.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Often Does Hatred Hurt Itself==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=b0Nr4THSCtU}}&lt;br /&gt;
There’s a contentious old saying among some pilgrims that doing the same thing over and over and expecting a different outcome is the antithesis of Wisdom. [[Avigliana di Sarvos]] rejected this idea, writing that it was fundamentally impossible to do the same thing more than once simply because the world is not static. Regardless, even she grudgingly accepted that there was a grain of truth in the words, because those who refuse to learn from their mistakes all too easily become trapped in a cycle of failure.&lt;br /&gt;
&lt;br /&gt;
A little over a month before the Autumn Equinox, the [[Children of Wrecks]] attacked [[Sarvos#Trivento|Trivento]]. [[Long_grass_and_stormclouds#A_Sudden_Storm|Again]]. One thing you can say about the Children of Wrecks, they&#039;re no advocates of Wisdom. This time, however, they have adjusted their strategy such as it is. They have seen first-hand the coastal defences of Sarvos and they take fewer risks. Or, perhaps more truthfully, those prone to charge straight in trusting to their bloodthirsty “goddess” to protect them died in the first assault.&lt;br /&gt;
&lt;br /&gt;
This time, the &amp;lt;i&amp;gt;Gathered Storm&amp;lt;/i&amp;gt; is significantly larger. They have clearly pulled in all their ships, all the pirates and raiders and thieves and cutthroats from across the Bay and beyond, swelling their numbers significantly over what attacked the League last season. The flagship of their ragtag armada, the &amp;lt;i&amp;gt;Storm’s Child&amp;lt;/i&amp;gt;, crackles with barely contained energy, some destructive [[enchantment]] woven by High Priestess Shivaarn and her coven. The fallen [[corsair|corsairs]] loyal to &amp;lt;i&amp;gt;Isidore i Boyaga&amp;lt;/i&amp;gt;, and the corrupt false-steading of &amp;lt;i&amp;gt;Liath’s Blade&amp;lt;/i&amp;gt; under the command of &amp;lt;i&amp;gt;Captain Ioan Bloodstride&amp;lt;/i&amp;gt; further enhance their ability to fight the Empire.&lt;br /&gt;
&lt;br /&gt;
The former Grendel vessels, the pirates, and the betrayers, are joined by another group of traitors. A dozen ships of the [[Iron Confederacy]], many still showing the damage they took in their escape from [[Bay_of_Catazar#Axiom_Prison|Axiom Prison]], bearing former prisoners and led by a cabal of Suranni magicians - servants of Dumon who have thrown their lot in with the followers of the &amp;lt;i&amp;gt;Maelstrom&amp;lt;/i&amp;gt;. The Maelstrom that sends her children to whip the mortals into a frenzy of plunder and bloodletting.&lt;br /&gt;
&lt;br /&gt;
Arrayed against them, the strength of the [[Sarvos#The_Great_Chain|Great Chain of Sarvos]], the garrison of [[Sarvos#Our_Lady_of_Pride|Our Lady of Pride]]... and the [[Red Wind Corsairs]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[File:RedWindCorsairs_Colour.png|link=387YE_Summer_Solstice_Military_Council_orders#Red Wind Corsairs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==White Foam is Flying==&lt;br /&gt;
The core of the Red Wind has always been drawn from the [[corsair]] families of [[Madruga]] and [[Feroz]]. These families suffered greatly at the hands of the Grendel, and the Children of Wrecks. The curses of [[Siakha]] have separated the [[Feroz#Cazar_Straits|Cazar Straits]] and the islands of [[Madruga#Free_Landing|Free Landing]] from the Coast, isolating them with churning seas and terrible monsters. The servants of Siakha squat among the splendour of the Freeborn captains, occupying [[Madruga#Atalaya|Atalaya]] and [[Feroz#Shantarim|Shantarim]]. &lt;br /&gt;
&lt;br /&gt;
While their homes may have been stolen, surprisingly few of the corsair &amp;lt;i&amp;gt;ships&amp;lt;/i&amp;gt; were captured or destroyed by the Children. The families of many of the Red Winds soldiers still have the kind of powerful fighting ships that are needed to fight effectively at sea. A year ago the [[Senate]] granted leave to the Corsairs to build on these resources to [[Upgrade the Red Wind Corsairs|change their approach]] to warfare. They embraced a proposal put forward by [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]] during her [[appraisal]] into ways for the Empire to [[An_angry_blade|disrupt naval control of the Bay]]. Drawing on their heritage, the Red Wind could embrace the Corsair mastery of the sea to face the Children of Wrecks and the Grendel  [[An_angry_blade#Speak_At_This|on equal footing]].&lt;br /&gt;
&lt;br /&gt;
At the core of the new army, three great ships - &#039;&#039;The Erigo&#039;&#039;, &#039;&#039;The Riqueza&#039;&#039;, and &#039;&#039;The Guerra&#039;&#039;. Their dedicated crews can bring them quickly to any port on the Bay of Catazar, and around this solid core, the ships of the corsairs can rally. Vessels belonging to patriotic Freeborn captains, those prepared to directly support the army, can muster together to help the Corsairs put to sea.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Joaquim i Erigo&amp;quot;&amp;gt;Corsairs! Strange as it may be to be taking orders from a Kohan, you know me, you know my voice, my face and my paint. We march to Sarvos to put to Sea. Board your vessels, raise your sails. The children of Wrecks will regret their folly. Freeborn, Get in the Boat!”&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Following the Summer Solstice, the Red Wind marches to Sarvos from [[Mitwold]]. The three founding ships are already at anchor in the city. Answering the call, the Corsair families dispatch vessels from all over the Empire to join them in anticipation of the arrival of the Freeborn marines. The city rings to the laughter and cheers of the Brass Coast, as soldiers are reunited with family members they have not seen in months. The passion of the Corsairs is contagious; an almost festive atmosphere falls over the City of Masks.&lt;br /&gt;
&lt;br /&gt;
This is the first time the Red Wind Corsairs’ new strategy will be tested; the enthusiasm and pride is tempered by just a little sprinkle of anxiety about how well things will hold together. These worries prove unfounded; the crews of the three flagships are mostly drawn from surviving veterans of the &amp;lt;i&amp;gt;[[Freeborn Storm]]&amp;lt;/i&amp;gt; and they have a wealth of experience melding together disparate crews and captains to a single aim. There is a palpable sense of anticipation in the air… and then the Children of Wrecks attack Trivento again.&lt;br /&gt;
&lt;br /&gt;
==Battle of Trivento==&lt;br /&gt;
While they may be taking to the sea, the Red Wind Corsairs are still an Imperial force, and they are called to defend the Empire. While those soldiers who have not yet secured berths on a corsair vessel march east with their League peers, the ships that are already outfitted for war answer the call to battle. With the flagships as their anchor, the Red Wind arrows across the waves to attack the Children of Wrecks.&lt;br /&gt;
{{CaptionedImage|file=SiakhaArt.jpg|align=right|width=300}}&lt;br /&gt;
They are outnumbered, but they are by no means outclassed. These are the corsairs of the Brass Coast and it becomes very clear that centuries of fighting pirates and raiders stand them in good stead for attacking these jumped-up bandits. Their captains take advantage of their superior manoeuvrability to strike against the attackers, then peel away leaving sinking wrecks in their wake. Sometimes they rely on sunsteel rams to shatter the hulls of the inferior pirate ships. Sometimes they use hooks and ropes to grapple a vessel, their marines and [[kohan]] pouring onto the enemy decks, killing quickly, scuttling the ship, and retreating back onto their own ship. Their sudden attack distracts the Children; the pirates are a barely disciplined rabble and seeing the Freeborn vessels a number of them peel off from the assault on Trivento to fruitlessly chase the faster corsair ships. Those who break away from the main body of the &amp;lt;i&amp;gt;Gathered Storm&amp;lt;/i&amp;gt; are easy prey for the Freeborn and the handful of League ships that fight with them.&lt;br /&gt;
&lt;br /&gt;
The [[inhabitants of the realms#heralds|heralds]] and [[inhabitants of the realms#guardians|guardians]] of Siakha’s [[Realms#Spring|domain]] pose the bigger threat to the Freeborn; many of them are as at home in the sea as on land and can swim with preternatural speed and strength. Yet it is not the magical creatures summoned to aid the navy that are the greatest danger. The ships who cluster to the banner of Isidore i Boyaga are former corsair vessels, crewed and captained by former corsairs. Their vessels can match the speed and manoeuvrability of the Red Wind Corsairs, and they seem to relish the opportunity to face down their former cousins. Yet they are heavily outnumbered, and swiftly learn the folly of trying to engage dozens of angry Freeborn on the open sea. Perhaps when they abandoned their [[tribe|tribe names]] they lost something fundamental, but they are forced to flee in the face of furious Freeborn retaliation against the traitors.&lt;br /&gt;
&lt;br /&gt;
If the battle at sea is vicious and bloody, it is nothing as to the battle on land. The Children have many raiders among their numbers, and they seem to have learned at least a little from their previous failed attack. Rather than attack the harbour directly, they focus their efforts on the defences. Monstrous carcharadon assail the great chain that closes the harbour, rusting and weakening it with the ruinous strength of Spring. At the same time, warbands of bloodthirsty raiders disembark along the coast and attack Trivento from the landward side. The defenders are forced to fight on two fronts - as shipboard catapults and ballistae bombard the seaward side, the murderous pirates attack from the east (but not from the west - they are not prepared to risk engaging the defenders of the [[Spider%27s_Tollkeep#The_Spider&#039;s_Dream|Spider’s Dream]], not yet anyway).&lt;br /&gt;
&lt;br /&gt;
This time, fighting spreads into the streets of Trivento itself. League soldiers fight valiantly to prevent the attackers slaughtering the people of Sarvos’ second city, striving to stop them looting and pillaging the wealth of [[Sarvos#Bocche|Bocche]]. &amp;lt;i&amp;gt;Liath’s Blade&amp;lt;/i&amp;gt; is at the forefront here - the traitorous Navarr seeming to revel in the chance to spill innocent blood and destroy the homes of the wealthy Leaguers. Many of them voice battle-cries that seem to suggest they are driven by anger over the Empire’s &#039;&#039;betrayal&#039;&#039; of the Navarr - by their failure to recover [[Liathaven]] from the [[Jotun]]. Yet for all their apparent political motivation, they seem particularly keen on taking as much wealth as possible from the League settlement.&lt;br /&gt;
&lt;br /&gt;
As well as the Navarr, the Iron Confederacy contingent - a mismatched flotilla of merchant ships and a few war vessels crewed by escaped convicts - launch a confusing attack on the [[College of the Liberated]]. The defenders there claim that they seemed to think that the College was either a school of magic or a “temple to one of the Imperial gods”. Their attack caught the defenders by surprise, forcing the students and staff to defend themselves against a mixture of scared thugs and surprisingly deadly [[Magical skills#Battle mage|warmages]]. &lt;br /&gt;
&lt;br /&gt;
Fortunately for the accountants and economists, a band of late-arrived kohan were on hand to come to their aid. The Suranni were under the command of a wizard-captain referred to only as the “Duke of Lies”, a figure swathed in black wearing a sneering theatrical mask. For all their fearsome appearance they were forced to retreat back to the coast before they could inflict serious damage. In the aftermath it became apparent that where most of the Children of Wrecks wield the magic of [[Spring magic|Spring]], many of these form Iron Confederacy criminals had at least a passing familiarity with the shrouds of [[Night magic|Night]] and the wicked enchantments of [[Winter magic|Winter]], calling on the gifts of their patron [[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|Dumon the Liar]] to shatter the doors of the College, and leaving several of the staff wracked with painful [[curse|curses]].&lt;br /&gt;
&lt;br /&gt;
While the League soldiers and scattering of ships fight alongside the Freeborn, they receive aid from an unexpected source. Two dozen [[Sarcophan Delves|Sarcophan]] ships from the [[Sarvos#Sarcophan_Enclave|Alivetti Estates]] arrive shortly after the battle has begin, and throw their support behind the Red Wind Corsairs. They are by no means as manoeuvrable as the Freeborn corsairs, but their ships are fast and especially sturdy. Among them are three ships belonging to the [[Prime_Factor_of_the_deBruin_Docks#deBruin_Docks|DeBruin]] family - mercenaries paid by the Sarcophan enclave in Caricomare to protect Sarcophan traders. They do not fight with the fury of the Freeborn, but their disdain for pirates and cutthroats is palpable - they methodically dismantle any pirate vessel that comes close, preferring to engage them directly and loot the ships of the would-be pillagers.&lt;br /&gt;
&lt;br /&gt;
==Defiance Rather Than Hope==&lt;br /&gt;
In the end, the Children of Wrecks’ second attack in so many seasons goes barely better than the first. They are driven back from Trivento with little to show for it save more scars on their battered hulls - and fewer ships than they started with. The landward attackers are cut to ribbons by the defenders of Trivento, and those who manage to make it back to their ships only manage it by running away with their tails between their legs.&lt;br /&gt;
&lt;br /&gt;
While the Children of Wrecks were driven off with limited damage to Trivento, the Red Wind Corsairs have paid dearly for their valiant defence. If they hadn’t been present, it’s likely the full strength of the Children could have overwhelmed the League defenders and seen them loot the western regions of Sarvos. As before, the attackers strategy was focused around pillaging and killing, rather than claiming land. If it had not been, that too might have seen the situation work out very differently.&lt;br /&gt;
&lt;br /&gt;
As it is, the Corsairs have lost several ships and their crews in the battle of Trivento. The impact was exacerbated by the fact they were caught part-way between land and sea in the process of boarding ships and reconfiguring to make the most of their capacity for naval warfare. With the Children driven off, however, the rest of the corsairs return to Sarvos where they complete their new deployment. The Red Wind Corsairs are now an [[navy]], ready to pursue the Children or face the Grendel.&lt;br /&gt;
&lt;br /&gt;
For their part the Gathered Storm retreats along the coast to the west, the ragtag armada of scoundrels trailing in its wake. They are surely making for their base in Madruga or Feroz, to lick their wounds and recover from their second defeat. Have they learned their lesson? It’s impossible to say. Perhaps they will seek easier prey - or perhaps they will do the same thing again in expectation of a different result.&lt;br /&gt;
{{CaptionedImage|file=RegionsofSarvos.png|align=right|width=500}}&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Children of Wrecks attacked Sarvos - again&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs were present and helped successfully defend Trivento&#039;&#039;&#039;&lt;br /&gt;
The attackers have failed again to loot Trivento. A combination of the [[Sarvos#The_Great_Chain|Great Chain]] and [[Sarvos#Our_Lady_of_Pride|Our Lady of Pride]] with the support of the Red Wind Corsairs saw the navy flee westward, presumably towards their strongholds in Madruga or Feroz. While the raiders inflicted minor damage on Trivento, they were not able to impact Imperial taxation in any meaningful way - as before their strategy was entirely focused on looting and pillaging rather than taking territory.&lt;br /&gt;
&lt;br /&gt;
The Red Wind Corsairs have sustained some significant damage from their defence due to the vulnerabilities of being part-way between land and sea caused by the &#039;&#039;[[Army_qualities#Forayer|Take to the sea]]&#039;&#039; order. They have however completed their transformation into an Imperial Navy, and now follow all the rules for Naval Combat until they choose to &#039;&#039;Take to the land&#039;&#039; again.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
===Blazing Beacon (Sarvos) ===&lt;br /&gt;
* &#039;&#039;&#039;A gang of wreckers are attempting to curse Sarvos&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The wreckers are accompanied by several heralds of Siakha&#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;Champion of Prosperity&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for stopping the wreckers&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Even as the Wreckers are repulsed by the Red Wind Corsairs and the garrisons, a few ships slip through the eastern isles of [[Sarvos#Uccelini|Uccelini]] and land near Glass Point. Reports from some of the &amp;quot;reputable merchants&amp;quot; of Glass Point are that the motley mix who ventured to trade were keeping to themselves and would have possibly managed to go undetected if a handful of them hadn&#039;t been overheard talking of the blessings of [[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|Dumon]]. Careful questioning from one of the traders revealed the group were travelling to the Circle of Savagery, a small Spring regio resonant with [[Spring_magic#Savagery|savagery]].&lt;br /&gt;
&lt;br /&gt;
The merchants have asked the [[Champion of Prosperity]], &#039;&#039;&#039;Tom Appleseed&#039;&#039;&#039;, to investigate and stop the wreckers from making use of the regio. Given the history of the wreckers and the resonance of the regio, the merchant expects them to be attempting to unleash a curse on Sarvos, but they have no idea what curse that may be.&lt;br /&gt;
&lt;br /&gt;
===Fan of Colours (Necropolis) ===&lt;br /&gt;
* &#039;&#039;&#039;A gang of wreckers are attempting to curse Necropolis&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The wreckers are accompanied by several heralds of Siakha&#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;Champion of Loyalty&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for stopping the wreckers&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Crown&#039;s Quay sees ships from a variety of different nations; it serves merchants from as far away as the Sarcophan Delves and the Commonwealth. The ship that sails past a week before the Autumn Equinox is different to what is usually encountered. It moves at a slow, almost plodding pace, and has a defensive, boxy design not seen in large numbers since the Suranni&#039;s attempted invasion of Necropolis during the reign of [[Empress Brannan]]. Now, the ship carries a somewhat more dangerous and wild enemy – a gang of wreckers who land somewhere to the east of the Highborn port and are lost to sight.&lt;br /&gt;
&lt;br /&gt;
The next report of them is when a merchant doesn&#039;t arrive in Sanctuary when expected, and the resulting patrol finds their corpse butchered. Following a trail of destruction, the patrol believes the gang of wreckers are making their way to the Stone of Suffering, a Winter regio resonant with [[Winter_magic#Punishment|punishment]]. The patrol asks the [[Champion of Loyalty]], &#039;&#039;&#039;Talos&#039;&#039;&#039;, to investigate and stop the wreckers from making use of the regio. Given the nature of the regio (and the wreckers), it is likely that they are planning to use it to curse Necropolis.&lt;br /&gt;
&lt;br /&gt;
===Talk of Debts (Madruga) ===&lt;br /&gt;
* &#039;&#039;&#039;A gang of wreckers are attempting to interfere with Mawrig&#039;s Point&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The wreckers are accompanied by several heralds of Siakha&#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;Champion of Vigilance&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for stopping the wreckers&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
The village of Meceares didn&#039;t suffer too much when the Grendel conquered the territory; their focus was on Siroc and Atalaya. There is an understandable worry, then, when sails belonging to the wreckers appear over the horizon. But this is Meceares, and they have not spent the last months idly. Bells are set to ringing, and the fleet-footed dispatched with messages of warning to other villages deeper in Calvos Sound. The ships come close, but ultimately make land out of sight of Meceares. &lt;br /&gt;
&lt;br /&gt;
The alarm eventually comes from traders from Trajadoz; the wreckers have been sighted, and they are camped around Mawrig&#039;s Point. Mawrig&#039;s Point is a place of power, long rumoured to be the location of a chamber to some unknown pocket of a realm. Nobody has ever managed to find an [[Operate_portal#Traverse_Regio|opening]], but the rumours still persist. If the wreckers are searching for the chamber, or have some other plan for Mawrig&#039;s Point, then they should be stopped before they can enact it. The peoples of Meceares and Trajadoz have asked the [[Champion of Vigilance]], &#039;&#039;&#039;Jared&#039;&#039;&#039;, to defeat the wreckers and prevent them from enacting their plan. Whatever that might be.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Long_grass_and_stormclouds#A_Sudden_Storm|Long grass and stormclouds]] - 387YE Summer wind of war regarding the first attack on Trivento&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rose_grow_the_rushes_o%27&amp;diff=135978</id>
		<title>Rose grow the rushes o&#039;</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rose_grow_the_rushes_o%27&amp;diff=135978"/>
		<updated>2026-03-20T22:32:51Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Beater on the Field.jpg|caption=Beaters secure the boundaries of the Marches against all intrusion. Some times this is more challenging than others.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Loyal to the People==&lt;br /&gt;
The Strong Reeds were raised from the Bregas. To this day the bulk of their soldiers come from the Dour Fens, and they know the wetlands better than anyone else. Since the [[Only forward|Jotun returned]] to steal their homeland, they have been amid the reeds, resisting the invaders. This despite the unhappiness some of their countryfolk still feel towards the Empire - and we must not forget that many Bregas are marshfolk first, Marchers second, and Imperial citizens a distant third. Yet the &#039;Reeds have remained true to the oath of their General, fighting from the rushes and the deep fens to bamboozle the barbarian invaders wherever they can. &lt;br /&gt;
&lt;br /&gt;
They are in a perilous situation, for all their skill at [[Army_qualities#Secretive|laying low]]. The Queen of Kalsea herself, &#039;&#039;Yrsa Jansdóttir&#039;&#039;, set the Lion of the North to root out the &#039;Reeds and their sympathisers. The Bregas army has been left exposed, and those who offer them succour left in mortal danger. The Jotun are closing in on their hidden encampments, deep in the fens. It has become more and more difficult for them to move or take action without the barbarians descending on them in force.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox, Imperial heroes used the [[Sentinel Gate]] to [[So_our_path_is_laid#Battle_Opportunity_:_How_Will_They_Rise_Up?|come to their aid]]. In [[Bregasland#Grey Fens|Grey Fens]] they intercepted the Jotun champions [[So_our_path_is_laid#Objective:_Recover_the_scouting_orders|ordered]] to hunt out the havens of the Strong Reeds. Both &#039;&#039;Ghodi Melker&#039;&#039; and the yegarra champion &#039;&#039;Eisa Winterborn&#039;&#039; were brought low - the latter success in particular being cause for muted celebration. A thorn in the Empire&#039;s side for years, Imperial heroes brought Eisa to ground at &#039;&#039;Leakey Moss&#039;&#039;, and her warband has withdrawn back to their stronghold in [[Skallahn#Mindrkyst|Skallahn]]. They will not return to fight in the Empire again until some new hero raises the walrus banner and walks the path of the rare yegarra champions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;This game of fox and hound is at an end. No quarter shall be given. Not any more. Rise up! Rise from the reeds and be a tidal wave of fury to wash the scum from our fields. I march with you as a soldier, as a marcher, as your friend. I march with my husband by my side for us, for land, for the Marches. And when we are done, will bring in the harvest and toast to the turning of the seasons. Now, let us remind these Jotun dogs why they fear the marsh.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, their success was not unqualified. They were unable to prevent one of the champions from rallying her warband. Barely has the equinox ended before &#039;&#039;Seeker Alma&#039;&#039; - a skilled tracker from the hills of [[Reinos]] - leads a contingent of Lasambrian Jotun into the sleepy village of &#039;&#039;Catchment&#039;&#039;, deep in the fens. Some two hundred Marcher soldiers, taken by surprise, are slain or captured before they can flee. A grievous loss - but one that could have been significantly worse had the Empire&#039;s heroes been less thorough. Alma continues to harry the Bregas across the marshes, striking without warning against sanctuaries that have been secret for generations.&lt;br /&gt;
&lt;br /&gt;
Yet despite this, the &#039;Reeds remain in Bregasland. They endure, and when the order comes, they will [[If_one_be_gone_we_carry_on#Objective:_Rouse_the_Strong_Reeds|rise]].&lt;br /&gt;
===Rise===&lt;br /&gt;
Granite-faced Derun Stonetower and the Tower of the North continues to work alongside Gjeirfund Haggarsdóttir, standing in for King Gudmundr Arasonn as general of the Fist of Ulven, ruling Bregasland with a mailed fist. Yet many of the barbarian &amp;quot;heroes&amp;quot; are champing at the bit, eager for honourable battle against the Marcher-folk and their allies. As a people, the Jotun tend to have little time for stealth and the subtle manoeuvring of spies and scouts; let others seek the Strong Reeds, the champions of Kalsea and Narkyst will build their bridge across the [[Howling Abyss]] in glorious battle! Throughout the long Summer into Autumn, [[So_our_path_is_laid#Pride_of_the_Marches|barbarian raiders]] came reaving across the border into prosperous [[Mitwold]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Mary Birchsmith, General of the Bounders&amp;quot;&amp;gt;Bounders, show me your strength and your loyalty. We bring the knights of Eleonaris with us to fight alongside our friends and siblings in Gravenmarch. We will support the strong reeds to rise up and show the Jotun what we stand for. This is marcher land and we take pride in that. We will overwhelming assault into Graven March, Bregasland. A Marcher! A Marcher!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;William Guildenstern, General of the Drakes&amp;quot;&amp;gt;Make of them a scarecrow. Make our enemy a living effigy of your will - Shrive yourselves, pour your anger and sorrow into your greatswords and poleaxes… First army be shriven of sin and malignancy drive it into the invaders. It is not Sin however to hate the Jotun. To repel the invaders virtue demands it. So Shrive yourselves in battle my Drakes. Liberate the fens and furrows of Bregasland and be born anew. Do this for me now. For fellow, our commander, our stoats and all who have suffered this evil. Should you find the fire of the Marches - send me to her, so I may love my wife amidst the chaos of the land. Our Overwhelming Assault will be the battle song of my love for this and all of you.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tager Defender of the Fallen Tyrshalt, General of the Bloodcloaks&amp;quot;&amp;gt;Cloaks, we march to free the reeds, we march to recover the lost and aid the Marchers, we march with the Champions of Eleonaris. A good friend has just become one of their champions and I hope she can march to battle with the Winterfolk once more. Blaze Dunn! A Hero has a name!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Ice Fishers of Ldansk&#039;&#039; have been in Bregasland for a year or more, growing more restless with each season that passes. &#039;&#039;Helma Skutasdóttir&#039;&#039; plants her raven-banner in Ottery, splitting her attention between rooting out the Strong Reeds and testing the borders to the east. The Howling Bears under the standard of &#039;&#039;Yanya Uranduln&#039;&#039; have had their eyes on the wealth of Mitwold since they arrived. With the death of &#039;&#039;Eisa Winterborn&#039;&#039; it is as if grief has unhinged their champion who drives their warband to fight the Marchers wherever possible even when it is perhaps not wise to do so.&lt;br /&gt;
&lt;br /&gt;
Their desire for bloodshed is nothing, however, beside that of the traitor-yegarra who gather around the banners of &#039;&#039;Stephen of Sarcombe&#039;&#039;. While the other champion-warbands seek wealth and challenge, the yegarra of the [[Mournwold|Mourn]] look to sate their bloodlust on the [[Yeoman of the Marches|yeofolk]] of Mitwold and Bregasland alike. Rumours that other Jotun warbands will not fight alongside Stephen&#039;s yegarra for fear of dishonouring themselves and their ancestors have solidified. In desperation Gjeirfund Haggarsdóttir has loosed the choke-chain King Gudmundr used to control the furious human champion, letting him lead his troops into Mitwold in the hope, perhaps, that the Marchers will end the problem he represents before the King returns. &lt;br /&gt;
&lt;br /&gt;
And so the raids continue after the Autumn Equinox. The Imperial defenders of Mitwold are able to ensure they do reach much further east than [[Mitwold#Oddmire|Oddmire]] and occasionally [[Mitwold#Meade March|Meade March]], but their focus is elsewhere. The task of dealing with the raiders falls to the [[beater|beaters]] who [[Venture#Beating_the_Bounds|patrol the borders]], and to the garrison of [[Mitwold#Forte Fidelis|Forte Fidelis]]. The [[Valiant Pegasus]] and the [[Autumn Hammers]] have quit Mitwold leaving only the [[Drakes]] and the [[Bloodcloaks]] in Mitwold - and they are busy preparing for what is to come.&lt;br /&gt;
&lt;br /&gt;
Fortunately the absence left by the armies marching north is quickly filled for by the arrival of the [[Bounders]] from neighbouring [[Upwold]]. A fortnight after the Equinox, a grand cohort of [[Knights of Glory|elfin knights and goblin-kind infantryfolk]] emerge from an old battlefield in Meade March, drawn from the demesne of [[Eleonaris]]. Without delay they march west to join the Imperial armies, splitting into three distinct groups and setting their brightly-coloured pavilions and fluttering banners alongside the tents of the Imperial soldiers.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Amberlain7869.jpg||caption=&#039;&#039;&#039;Amberlain P. Black&#039;&#039;&#039;, General of the Strong Reeds}}&lt;br /&gt;
{{CaptionedImage|file=GenBounders.jpg|caption=&#039;&#039;&#039;Mary Birchsmith&#039;&#039;&#039;, General of the Bounders}}&lt;br /&gt;
{{CaptionedImage|file=Marcher Plate.jpg|caption=&#039;&#039;&#039;William Guildenstern&#039;&#039;&#039;, General of the Drakes}}&lt;br /&gt;
{{CaptionedImage|file=Tager Defender of the Fallen Tyrshalt.png|caption=&#039;&#039;&#039;Tager Defender of the Fallen Tyrshalt&#039;&#039;&#039;, General of the Bloodcloaks}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
To aid the Drakes comes &#039;&#039;Kore&#039;&#039; the lion-maned warlord, glorious in their scarlet armour. They command only half the number of warriors brought by the others, but each of their knights is twice the size of their comrades. While their torso, head, and arms are humanlike their lower bodies are those of deadly predatory cats. These crimson knights use their lances to great effect, devastating their enemies with a thundering charge. &#039;&#039;Ser Helvennan&#039;&#039;, resplendent in gold and red chain, quietly joins the Bloodcloaks. The Stag-knight leads a mixed band of elfin spearmasters and grizzled goblin-kin with shield and javelin. &#039;&#039;Ollavan the Reeve&#039;&#039;, the sharp-eared bowmaster, comes at the head of a band of wily archers and rust-red hunting hounds. They are eager not only to face their foes, but to test their skill against the marksmen of the Bounders. The knights attract comment wherever they go, their richly coloured garb and merry voices something of a contrast with the fields of Meade March. &lt;br /&gt;
&lt;br /&gt;
The Drakes are further reinforced by nearly five thousand troops led by Imperial captains from every Imperial nation save the [[Imperial Orcs|Unshackled]]. They have come to fight the Jotun; some offer their aid to the beaters while they wait but few can keep up with the fast-moving Marchers. Others seek the beaters for different reasons however. Perhaps as many as nine thousand more soldiers wish to sneak across the border into Bregasland to join the Strong Reeds. The expertise of the beaters is tested, but they are found equal to the challenge. Others take the riskier route along the southern shores of the Westmere with the aid of sailors from [[Voyage#Raid_Kalsea&#039;s_Coastline|Steward&#039;s Landing]], slipping into the conquered territories through [[Bregasland#Eel&#039;s_Landing|Eel&#039;s Landing]] or isolated fishing villages along the coastline.&lt;br /&gt;
&lt;br /&gt;
===Fist, Lion, Tower===&lt;br /&gt;
Once everyone is in place, on a certain day, at an appointed hour, the camps are struck. The Drakes, Bounders, and Bloodcloaks begin to move south through Meade March toward [[Bregasland#Gravenmarch|Gravenmarch]], toward battle. At the same time, the Strong Reeds rise, launching a surprise attack against the Jotun garrison at Graven. With them are two thousand delicately deadly warriors of the [[Realms#Summer|Summer realm]] attired in breathtaking splendour of sky blue and sun gold; the household of &#039;&#039;Ser Alcedini&#039;&#039;, the brightly feathered Kingfisher Castellan, who leads them into battle alongside the Bregas forces. The &#039;Reeds can&#039;t know for sure that help is coming, cut off from the rest of the Marches as they are. They can only trust that if they act, their allies will be there to support them. More than a few Bregas soldiers breathe a sigh of relief when the news that a major Imperial force has crossed the border into the &#039;March reaches them.&lt;br /&gt;
&lt;br /&gt;
Battle is joined. The Tower of the North, the Fist of Ulven, and the Lion of the North respond quickly, Jotun warriors surging south to intercept the Imperial forces. The rising of the Strong Reeds, however, provides a powerful element of surprise. The eyes of the barbarians were to the north, toward Ottery and Fisher&#039;s Rock rather than towards Graven. By the time they realise the attack is underway, the town has been freed from the Jotun. &lt;br /&gt;
&lt;br /&gt;
At first it seems as if the whole of Graven March will follow suit, but as the days unfold that hope begins to fade somewhat. While the initial fighting mostly involves the Tower, the Fist, and the Lion, reinforcements quickly arrive. Some six thousand Summer [[Inhabitants of the realms#Heralds|heralds]] - orc-like warriors with a distinct leonine cast to their features in crimson steel chain - join the battle. Knights of the [[Eleonaris|Lady of Summer]], they are equally enthusiastic about fighting Imperial troops as they are clashing with their kin from the Summer Realm. In particular the axe-wielding warriors led by &#039;&#039;Ser Grumbar&#039;&#039; the Hound-knight seek out every opportunity to contend with the knights of &#039;&#039;Ser Helvennan&#039;&#039; who side with the Bloodcloaks.&lt;br /&gt;
&lt;br /&gt;
Only a few days after the fighting begins, the Jotun are further bolstered by some fifteen thousand Lasambrian orcs - the entire Lasambrian Jotun force of the Hierro, the Corazón, and the Escuta. Yet even these allies are only sufficient to slow the Imperial advance, not to halt it entirely. The Drakes and the Bounders plough straight through the Jotun defenders to meet up with the Strong Reeds at Graven; three armies of Marcher soldiers fight shoulder to shoulder against the barbarians. The liveries of dozens of Marcher households flutter and dance in the wind from the west as stubborn yeofolk face the orcs who bedevil their homelands. &lt;br /&gt;
&lt;br /&gt;
The Bloodcloaks swiftly establish a presence at the town that once served as a place for the Navarr to meet with the people of the Marches to trade stories of the wider world. And to trade herbs, especially valuable [[cerulean mazzarine]] from [[the Brass Coast]] in return for the unique plants gathered in the deep fens. Indeed, while the Bloodcloaks are establishing a field hospital in the little town they come across a hidden stash of healing herbs concealed beneath the floorboards - dozens of carefully wrapped packages of [[true vervain]] and [[Imperial roseweald]] and [[marrowort]]. There is a note, hastily written, wishing whoever finds the herbs well and expressing the hope that those who use them might remember the [[striding]] of &#039;&#039;Liath&#039;s Path&#039;&#039;. It&#039;s clear to the Winterfolk that this cache was left by the Navarr trapped in Graven when the Jotun came, in the hope that it would find its way into Imperial hands. Of the Navarr themselves, there is no sign. Doubtless they were among those executed by the barbarians when Graven fell. &lt;br /&gt;
&lt;br /&gt;
It proves to be a valuable find; the Winterfolk healers have their work cut out for them as they [[Army_qualities#Woundbinder|tend the wounds]] of their allies. The Jotun may have been put on the back foot by the attack into Gravenmarch, but they have rallied quickly, mounting a [[Army orders#Solid Defence|solid defence]] in the face of the Empire&#039;s furious assault. &lt;br /&gt;
&lt;br /&gt;
Tough as the going is, the Marchers and their allies from the north are equal to the challenge. They liberate several of the smaller households and villages as they expand their control of the &#039;March outward from Graven. The arrival of the Lasambrians has nudged the butter churn a little, but Imperials rally quickly to the new situation and as slow as the going is it looks as if they will ultimately win the battle, if not the war.&lt;br /&gt;
&lt;br /&gt;
Then, of course, the other shoe drops and the bad news arrives in the form of an exhausted Greywater messenger from Ottery.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=BloodCloak_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Bounders_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Drakes_Colour.png|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=StrongReeds_Colour.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=JotunMarch.jpg|align=left|width=500|caption=The Jotun have followed last season&#039;s raids with a full-on invasion of Mitwold.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pride of the Marches==&lt;br /&gt;
The Greywater is injured, on the verge of collapse when they reach Graven and demand to speak to the Strong Reeds. Refusing to rest until they have discharged their duty - there were four of them when they set out from Ottery and only one survived the passage through the Jotun lines - they bring a dire message. The Lasambrians are not the &#039;&#039;only&#039;&#039; force of Jotun that has come into Bregasland since the Autumn equinox.&lt;br /&gt;
&lt;br /&gt;
While the Tower, and the Fist, and the Lion, and their Lasambrian allies, have been fighting the Empire in Gravenmarch, a massive force of Jotun has gathered in Ottermire... and is sweeping east across the Otterway into Mitwold. Perhaps forty five thousand Jotun have joined the warbands raiding Oddmire, alongside several thousand crimson-and-gold clad knights of the Summer realm. Eight armies, marching up out of [[Liathaven]] and [[Hordalant]] through the western fens to Ottery. Rather than join the defence, they barely broke their march before crossing the walkway into Oddmire.&lt;br /&gt;
&lt;br /&gt;
For the first time in a century or more, there are Jotun armies in Mitwold. The news spreads through the Imperial forces like wildfire. Soldiers of the Drakes demand to be allowed to return home to protect their farms, their families, their friends. Fear that the army might make it as far as Upwold grips the Bounders. Yet in the end, there are bonds of duty and loyalty that are stronger than the fear they feel. The Empire&#039;s forces are too tightly bound up in the fight in Gravenmarch to risk trying to break free and march back north. Everything is focused here, on seizing a foothold in Bregasland. Trying to turn back now would leave the four armies between the hammer and the anvil - and risk making the situation worse. At the moment, should disaster come upon them, they can retreat into [[Mournwold#Green_March|Green March]]. If they try to turn north, there is every chance they will end up trapped in Gravenmarch at the mercy of the Jotun.&lt;br /&gt;
&lt;br /&gt;
It is a painful decision, but in the end the soldiers of the Marches and Wintermark have little choice but to trust the orders of their generals, to trust that the defenders of Mitwold will be equal to the challenge that faces them.&lt;br /&gt;
===Odd&#039;s Way===&lt;br /&gt;
Nearly fifty thousand Jotun. Two full contingents of the [[Knights of Glory]]. The Ice Fishers, and the Howling Bears, and the raven-banner of Helma Skutasdóttir. The traitors of the Mourn. They march along the Otterway into Oddmire. No simple raiding party, but a hammer blow against the Pride of the Marches. &lt;br /&gt;
&lt;br /&gt;
Normally the western barbarians invade a territory with a crushing assault, seeking to overwhelm defenders with furious might and force of numbers. Uncharacteristically though, the Jotun attacking Mitwold seem to be favouring a more [[Army orders#Cautious Assault|cautious]] strategy. Most likely last season&#039;s raids established the presence of defending armies dug-in in Oddmire. Perhaps the Jotun commanders are simply being cautious of a trap, or careful about overextending their forces. Either way, they focus more on preserving their strength than smashing the Imperial armies... which are not there. The relative slowness of the Jotun response in Bregasland makes more sense if one assumed the barbarians were expecting the Imperial armies to still be in Mitwold rather than launching an attack of their own.&lt;br /&gt;
&lt;br /&gt;
Eight armies, well-rested and well-provisioned from their stay in Liathaven and Hordalant. The Fell Hammers and the Iron Host are in the van, with the glory-hungry warriors of the Mandowla&#039;s Roar and Raging Thunder straining against the unfamiliar orders to advance cautiously rather than slam full-strength into whatever Mitwold has to offer. The knights that accompany those two armies are clearly no happier about this strategy than their orc friends, but they follow their orders. The Howling Night, the Skjaldirborn, and the Shield of the Mountain form the solid core at the heart of the Jotun expeditionary force, with the Southern Bear in the rearward position, [[Army_qualities#Resilient|grinding]] relentlessly forward even as they seek to lock down the land the advance guard claims. The army of Bjorgthorn Hammerhand  prides itself on only moving forward, and even though the Jotun come with caution, move forward they do.&lt;br /&gt;
&lt;br /&gt;
The defenders of Mitwold know about the Jotun invasion before the forces in Gravenmarch; the beaters who watch the borders immediately realise what is happening and raise the alarm. The news speeds eastward, galvanising the garrison of Forte Fidelis and sending the yeofolk and stewards to their armouries. Weapons and armour are passed out, as the folk of the Marches brace themselves for the Jotun advance. Just as with their neighbours to the east and the south, they will not cede one inch of ground save that the barbarians pry it from their clenched fists. Messengers are sent to Mournwold and Upwold, telling them of the invasion and while they do not directly ask for aid - Marchers are proud people - the implication is there. They may be rivals in peacetime, but as both Bregasland and Mournwold have shown, when war comes to the Marches, folk unite against the interloper.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Jotra.png}}&lt;br /&gt;
{{CaptionedImage|file=Verys.png}}&lt;br /&gt;
{{CaptionedImage|file=Tykonus.png}}&lt;br /&gt;
{{CaptionedImage|file=Feresh.png}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This grim pride, the courage of the yeofolk, is not in vain but it cannot hope to hold back the Jotun for long. At best, the garrison and the beaters, the households, and the walls of Oddmire can only delay what seems inevitable. Western Oddmire falls, and within a week the rest of the region follows suit. Odd&#039;s End is overwhelmed by the barbarians, forced to open its gates rather than see the entire town flattened by Jotun siege engines. Steward&#039;s Landing falls shortly afterward without any fighting at all - because &#039;&#039;Jarvey &amp;quot;Strongoar&amp;quot; Oddsboy&#039;&#039; and his entire household have loaded everyone they can onto their boats and slipped across the Gullet to [[Kallavesa#Wittal_Grove|Fisk]]. The Winterfolk who once kept a careful eye on the Marchers to the south welcome them, working with the steward and his levies to ensure that the northern shores of Mitwold can be kept supplied, should the worst come to the worst.&lt;br /&gt;
&lt;br /&gt;
Despite the relatively cautious strategy the invasion of Mitwold follows a familiar pattern. Wherever they go, the Jotun offer Imperial citizens the Choice. Take up arms alongside the Jotun; lay aside the accoutrements of war and become thralls; or be given a swift and honourable death. Nobody takes the first choice. Most take the second. Few are stubborn enough to face the third. Many families make the decision to retreat before the Jotun, staunchly certain that they will reclaim their land soon enough when the Drakes return and drive the Jotun back into the western fens. The refugees are welcomed by their neighbours to the east with open grumbling about the inconvenience - but they &#039;&#039;are&#039;&#039; welcomed and found places to stay.&lt;br /&gt;
&lt;br /&gt;
===The Walls of Meade===&lt;br /&gt;
Oddmire is quickly taken, and then the Jotun march on [[Mitwold#Meade|Meade]]. The first [[market town]] and the oldest. The largest settlement south of [[Hahnmark#Kalpaheim|Kalpaheim]], the city-port of the Marches. Revitalised by the dredging of the Westmere, by trade with the [[Faraden]], and by decades of prosperity and security, Meade stands ready to repel the Jotun just as they did the [[Harvest_of_infamy|Asavean raiders]] last Autumn.&lt;br /&gt;
&lt;br /&gt;
Of course, last Autumn the Marchers had ample warning that the attack was coming, and the garrison of Forte Fidelis was bolstered by the Drakes. This year, the defenders of Meade are on their own. The city has walls of course, but while there has been some talk of [[Three_keys#The_Walls_of_Meade|further work]] it has been over a decade since the defences were [[Fortify_Town_defences|reinforced]] by the Senate. The walls are stout, but to stand against eight armies of Jotun bent on conquest? That would be a challenge even for a true [[fortification]] - there&#039;s little doubt that if the Jotun turned south-east into the [[Mitwold#Golden_Downs|&#039;Downs]] even Forte Fidelis would be hard pressed to keep them out.&lt;br /&gt;
&lt;br /&gt;
So the Jotun come up through Meade March towards the pride of the Marches. The people turned back the Asaveans, and they fight just as valiantly against the Jotun, but they are outnumbered and ultimately outmatched. A Jotun messenger offers the people of Meade one chance to surrender, but if anything the proud refusal of the defenders both impresses and pleases the herald sent to deliver the offer. She returns to the armies, and they waste no time besieging the city. Not that it is a siege in any literal sense. The soldiers of Forte Fidelis garrison the walls as best they can, but the gates are riven to splinters by Jotun battering rams almost immediately. The warriors of the west pour into Meade, and those who fight back are swiftly overwhelmed. This is a city of prosperity, of clever merchants and wise scholars, not a city of warriors, after all.&lt;br /&gt;
&lt;br /&gt;
The remaining garrison retreats east. A great many Marchers stay behind, refusing to give up their homes. They watch sullenly as the Jotun establish a command post in Meade, from which to direct the rest of their forces. With the city fallen, there is little chance for the households of Meade March to mount more than a token defence. Yet with the aid of the beaters and the Forte Fidelis soldiers, they do their best, and their courage at least helps to slow the Jotun invasion and give time for the rest of Mitwold to prepare for what is to come. As it is, the &#039;March is conquered and the Jotun continue to press forward into the heart of the Marches. &lt;br /&gt;
&lt;br /&gt;
As the bulk of the Jotun move to back up the raiders attacking [[Mitwold#The_Meadows|the Meadows]], however, Stephen of Sarcombe sends his yegarra to round up the remaining [[The_Marches_economic_interests#Alder|alders]] of Meade and their families to hang them, sending others to try and capture the bailiffs of [[Bailiff of Meade|Meade]] and the [[Bailiff of the Grand Market|Grand Market]], the [[Alder of Meade]], and even the [[Master of the Root and Stem]] so they can face similar treatment. Before he can do much more than give the order, he and his people are confronted by Helma Skutasdóttir and her warband. Denouncing him as a coward and unfit to call himself Jotun, Helma herself challenges him to defend his honour. Actual fighting between the orcs of Helma&#039;s raven-banner and Stephen&#039;s yegarra breaks out in the centre of Meade. Bjorgthorn Hammerhand, general of the Southern Bear, is forced to send his own warriors to separate the two warbands - but not before several fighters on both sides are slain. He does not bother to hide his utter contempt for Stephen and his clear support for Helma in this matter. According to witnesses, it looks as if the traitor-Marchers are squaring up to actually take on the Southern Bear, but in the end they back down and retreat from Meade with their tails between their legs. It becomes common knowledge that Bjorgthorn has dispatched messengers north to the King and Queen, demanding that something be done about the &amp;quot;rabid dog&amp;quot; in the midst of the Jotun before he is forced to deal with the matter himself.&lt;br /&gt;
&lt;br /&gt;
Flies like Stephen aside, though, the rest of the Jotun invasion goes off with barely a hitch. After Oddmire and Meade March, the Jotun press heavily into the Meadows. North-eastern Mitwold borders [[Kallavesa#Wittal Grove|Wittal Grove]], some of the only dry land in the whole of [[Kallavesa]], and allows easy access to [[Upwold#Stock_March|Stock March]] in Upwold. If the Jotun can secure it, and secure their lines across northern Mitwold, the threat they represent is multiplied significantly. &lt;br /&gt;
&lt;br /&gt;
Yet despite their fervour, and their sheer numbers, their invasion slows and begins to falter once they hit the Meadows. As the Winter Solstice approaches, the weather worsens significantly. Torrential rains give way to heavy snowfall in the approach to midwinter, and while the Jotun are no strangers to cold and snow they are not foolhardy enough to throw themselves into the teeth of the storm while there are defenders still fighting. Across the northern Marches, camps are established as the Jotun make the preparations needed to keep what they have taken so far - and presumably to continue to conquer Mitwold until the entire Pride of the Marches is in their hands.&lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=bird.jpg|width=200|align=right}}&lt;br /&gt;
{{CaptionedImage|file=aurochs.jpg|width=200|align=left}}&lt;br /&gt;
{{CaptionedImage|file=Jotunarmy.jpg|width=200|align=right}}&lt;br /&gt;
{{CaptionedImage|file=wolves.jpg|width=200|align=left}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Between Beats==&lt;br /&gt;
It is easy to imagine that every warrior in the Jotun lands is in the Marches; six armies in Bregasland fighting the Empire&#039;s attempt to liberate Gravenmarch. Eight armies in Mitwold. Thousands of would-be champions fighting under the banners of their warlords, even as thousands of Imperial captains fight in support of the armies of the Empire. Knights of Glory on both sides, urging their compatriots to fight boldly, to neither give nor ask for quarter, to seek to build enduring legends that will live on in the songs of the bards long after their bodies are gone to rot and treeroots.&lt;br /&gt;
&lt;br /&gt;
The fighting in Bregasland has been bloody - three thousand Imperial heroes dead or broken. The number would have been higher without the Bloodcloaks; the Jotun have suffered more grievous losses simply because they lack the medical expertise of the Winterfolk, their losses closer to four thousand. The Empire is four-fifths of the way toward taking Gravenmarch from the barbarians, but the fighting continues. Behind them, the armies of the west rampage across Mitwold, slowed by the stubborn defenders, but only a little. Oddmire and Meade March - and the city of Meade - are in their hands. They are halfway toward claiming the whole of the Meadows, and who knows where their ambition will take them after that?&lt;br /&gt;
&lt;br /&gt;
The ultimate goal of the Jotun may be unclear, but one thing &#039;&#039;is&#039;&#039; clear. The Marchers will not give up without a fight, not in Mitwold, and not anywhere else. The Jotun have been beaten before, time and again, and this time will be no different. Just as the Strong Reeds fight for the people of Bregasland, just as the Tusks battled the odds and risked everything to free their folk in Mournwold, the people of Mitwold trust that the Drakes will be back and make the Jotun pay a high price for their trespass.&lt;br /&gt;
{{CaptionedImage|file=RegionsofBregasland.png|align=right|width=300}}&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire is four-fifths of the way toward claiming Gravenmarch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun have conquered Oddmire and Meade March, and are halfway towards claiming the Meadows&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All titles connected to the city of Meade have lost access to their resources&#039;&#039;&#039;&lt;br /&gt;
Following the battle opportunity in Autumn, the Jotun have struck back against the Strong Reeds, causing them to take 200 casualties. They have now risen up, however, openly fighting the barbarians. As such, the information the Jotun scouts gathered about their movements and dispositions is no longer useful. If the Strong Reeds choose to start lying low again, they will not face any ongoing losses unless and until the Jotun are able to scour the territory for them once again. The &amp;quot;counter&amp;quot; on their ability to rise up would be reset at this point given they still maintain the absolute support of the Bregas people. Alternatively, they could leave the territory without difficulty either alone or with other Imperial armies.&lt;br /&gt;
&lt;br /&gt;
The Imperial forces have not taken Gravenmarch but they are four-fifths of the way there. While the route they entered Bregasland by, has been cut off - Oddmire and Meade March being in Jotun hands - there is nothing to stop them retreating into the Mournwold, or even circling round through Mournwold into Golden Downs or Maiden Downs. If they wish to return to Mitwold directly - into Oddmire or Meade March - they will have to fight the Jotun to do so. The Strong Reeds continue to prevent the resources in Bregasland from suffering the [[Resource#Conquered_Territories|penalty for being in a conquered territory]].&lt;br /&gt;
{{CaptionedImage|file=RegionsofMitwold.png|align=right|width=300}}&lt;br /&gt;
The city of Meade is in Jotun hands. While they are not going out of the way to loot the place, there is still massive disruption here. As such the [[Bailiff of Meade]], [[Bailiff of the Grand Market]], [[Master of the Root and Stem]], and [[Alder of Meade]] have all lost access to their production - whether sinecure or ministry. The titles still exist, they simply can&#039;t wield their powers to secure resources. In addition, the Bounder&#039;s Hall in Meade is now in Jotun hands and unfortunately that means that it is no longer possible for beaters to [[Venture#Beating_the_Bounds|beat the bounds]] in Mitwold. There is nothing to stop characters instead [[Military_unit#Guarding|supporting Forte Fidelis]] but they won&#039;t receive any income for doing so unless that action is assigned [[Military_unit#Guerdon_Shares|Guerdon shares]]. Likewise, until Oddmire and Steward&#039;s Landing are once again in Marcher hands it is no longer possible for Marcher [[fleet|fleets]] to take the [[Voyage#Raid_Kalsea&#039;s_Coastline|Raid Kalsea&#039;s Coastline]] [[voyage]].&lt;br /&gt;
&lt;br /&gt;
==Participation : Beaters and Bloodcloaks==&lt;br /&gt;
* &#039;&#039;&#039;Characters who took the Beating the Bounds or Raid Kalsea&#039;s Coastline actions have had a busy season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The General of the Bloodcloaks retains some of the healing herbs recovered from the Navarr herb cache in Graven&#039;&#039;&#039;&lt;br /&gt;
Any character who took the [[Venture#Beating_the_Bounds|beat the bounds]] [[venture]] in Mitwold this season, or who undertook the [[Voyage#Raid_Kalsea&#039;s_Coastline|Raid Kalsea&#039;s Coastline]] [[voyage]] is encouraged to roleplay their part in the events taking place in the Marches. In particular, they may have been involved in helping [[military unit|military units]] sneak into Bregasland to join the Strong Reads, helped deliver the desperate warning of the Jotun assault to the defenders of Mitwold, or been involved in evacuating Steward&#039;s Landing. If your military unit or fleet supported one of these actions, you may have been injured engaging in risky heroism against the Jotun. Anyone who did so can email {{plot}} before the end of March and request a [[Combat#Traumatic_Wounds|lingering wound]] sustained in the campaign. A lingering wound can help support your roleplaying on the field as one of the defenders of Mitwold. Bear in mind however that, if left untreated, lingering wounds can also be fatal.&lt;br /&gt;
&lt;br /&gt;
The Navarr herb cache uncovered by the Bloodcloaks in Graven has been distributed to the healers of the Wintermark army, but a portion has also been set aside for the [[general]]. As such, &#039;&#039;&#039;Tager Defender of the Fallen Tyrshalt&#039;&#039;&#039; will find six drams of each of the five medicinal herbs in their pack, all that remains of this bounty.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=The crimson and gold pennants of Queen Eleonaris flutter over the Fields of Glory in the Summer Realm|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Participation : Knights of Glory===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit fought with the Drakes, the Bounders, or the Strong Reeds receive a special benefit&#039;&#039;&#039;&lt;br /&gt;
The Knights of Glory who fought alongside the Drakes, Bounders, and Strong Reeds revel in the uncompromising tactics the three armies employed. As is their wont they communicate some of their enthusiasm to the soldiers who fight alongside them. A character whose military unit supported one of these three armies may choose to have been impacted by the experience of battling in close proximity to heralds of [[Eleonaris]]. &lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to do great deeds that will make you the centre of attention, and take particular pleasure from approval and adulation. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_circle_game&amp;diff=135977</id>
		<title>The circle game</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_circle_game&amp;diff=135977"/>
		<updated>2026-03-20T22:31:19Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Graciana reached out carefully to receive the proferred book. He passed it to her slowly, handling the book as reverently as if it were a relic of the Way.&lt;br /&gt;
&lt;br /&gt;
A relic of the past, I suppose, she mused to herself. &amp;quot;The Foundation of the Bourse&amp;quot; by Apomedes of Heaven&#039;s Reach. She could just make out the letters stamped into the leather bound cover, the paint that had once filled them, had long since cracked and fallen away.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Giovanni&#039;s contribution to the Empire is often overlooked.&amp;quot; the old man said sadly. &amp;quot;It&#039;s because it&#039;s so pedestrian I guess. There&#039;s no great battles. No epic wars. Apomedes claims he killed more forgers than barbarians. No moments of heroism. Well apart from Miaren I suppose and it&#039;s pretty clear that he thought that campaign was a disaster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Graciana cupped the priceless book in both hands, unsure if it would be safe to open the cover. &amp;quot;I&#039;m not sure how this will help me?&amp;quot; she queried.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Apomedes first&amp;quot; he replied inscrutably, &amp;quot;then we can have a talk.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Fedelmidd Sydanjaa&#039;s Heart Floer.png|caption=&#039;&#039;&#039;Fedelmidd Sydanjaa&#039;s Heart Floer&#039;&#039;&#039;, Senator for Sermersuaq|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Six months ago, during the Summer Solstice, the Imperial Senate charged the Prognosticator&#039;s Office with examining &amp;quot;&#039;&#039;the ministries of the Empire to identify any alternative trades their associated titles could make that would &#039;&#039;&#039;not&#039;&#039;&#039; involve us paying coin.&#039;&#039;&amp;quot; On the advice of the [[Scrutiny#Constitutional Court|Constitutional Court]], [[Senator]] for [[Sermersuaq]] who raised the motion - &#039;&#039;&#039;Fedelmidd Sydanjaa&#039;s Heart Floer&#039;&#039;&#039; - acknowledged that the prognosticator would need additional time to complete their review - that period has now been completed.&lt;br /&gt;
&lt;br /&gt;
The Senate did not select a specific appraiser to oversee the work, so the Auditor of the Imperial Treasury Gerard La Salle assigned [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]] to oversee it. His first choice - the diplomatic [[Appraisal#Naomi_of_Virtue&#039;s_Rest|Naomi]] - had unfortunately already been assigned to oversee an [[Any_port_in_a_storm|appraisal of Utterlund docks]]. The Freeborn has some expertise in this area, having been a successful merchant herself before joining the Civil Service. As an experienced practitioner of [[Night magic]], she is known for approaching problems in ways that are novel, albeit often expensive.&lt;br /&gt;
&lt;br /&gt;
Despite her talents, it is clear that Graciana has found the task extremely challenging. The truth is that there are precious few options for alternative trades for the various existing ministries that would provide alternatives to spending money. Frustrated, the prognosticator has tried to take a broader view and look at what she has &#039;&#039;guessed&#039;&#039;, is the more fundamental problem - declining revenues for the Imperial treasury, using the time available to study the problem as thoroughly as possible. She has included the findings of that investigation as part of the overall appraisal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;William Stanley Jevons&amp;quot;&amp;gt;Money&#039;s a matter of functions four,&amp;lt;br&amp;gt;&lt;br /&gt;
A Medium, a Measure, a Standard, a Store.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Liquidity Problem==&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens prefer to deal in money in most cases&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Most foreigners prefer either Imperial coinage, or to deal in high-value commodities such as wains and rings of ilium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fundamental problem that Graciana identifies is that the majority of potential customers would vastly prefer to deal in coin than engage in barter. There are exceptions of course, the [[Quaymaster of the Hesychian Docks]] for example, is able to trade dragonbone for white granite. But these rare cases are the exception - most citizens strongly prefer to deal in coin rather than barter.&lt;br /&gt;
&lt;br /&gt;
Coin has many advantages, as a medium of exchange it ensures that a trade isn&#039;t reliant on both parties wanting what the other party is selling. As a measure of value it is quickly and easily quantified and transferred - it is much quicker to count and transfer 20 thrones than 300 ingots of weltsilver. Coins allow people to accumulate and tally obligations and debts in ways that allow for payments to be easily deferred. Imperial coins, backed as they are by the full weight of the Empire and the tireless work of the Master of the Mint to prevent forgeries, act as a peerless store of wealth. They make it simple to keep wealth safe, so that it can be employed in the future. &lt;br /&gt;
&lt;br /&gt;
In simpler terms, money is just much more desirable for buying and selling than barter is. It&#039;s flexible, and at the end of the day it is much easier to give people money to buy the things they need than it is to swap the thing you have for the thing they have. It&#039;s no use having a cart-load of weltsilver to trade for dragonbone if your opposite number actually wants orichalcum. Most established, prosperous people look at &amp;quot;barter&amp;quot; - swapping things for other things - a little askance. &lt;br /&gt;
&lt;br /&gt;
While there are a few possibilities, they seem to be very specific and very limited in scope. The established ways within the Empire to buy and sell resources, all rely on money, and there is no appetite to change those. There may be some limited opportunities to create new deals with foreign nations - trading liao and dragonbone to Axos for example - but they would require careful diplomatic negotiation. In all cases foreign nations usually prefer to take payment in Imperial coin when dealing with Imperial traders - none of them are likely to accept barter unless it comes with a considerable discount that favours them.&lt;br /&gt;
&lt;br /&gt;
Stymied by the inability to find any systematic or extensive solution to the appraisal, Graciana has tried to look at what she &#039;&#039;assumes&#039;&#039; is the more fundamental problem - a concern about the finance available to the Imperial treasury.&lt;br /&gt;
&lt;br /&gt;
==Giovanni&#039;s Legacy==&lt;br /&gt;
* &#039;&#039;&#039;The fundamental basis of the modern Imperial economy was laid down by Emperor Giovanni&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Giovanni deliberately constrained the ability of the Empire to tax or borrow to ensure the burden of government fell on the wealthiest&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Appendix-A---Economy-Flowchart.jpg|caption=Leaflet reproduced with the kind permission of &#039;&#039;&#039;Laurencio di Sarvos&#039;&#039;&#039;.&amp;lt;br&amp;gt;Art created by &#039;&#039;&#039;Persephone Sage-Fletcher&#039;&#039;&#039;|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fundamental basis of the modern Imperial economy was laid down in a series of reforms instituted by [[Emperor Giovanni]]. He established the modern currency based on steel coins issued by the Imperial Mint, (which he ensured was based in Tassato). Giovanni also laid the foundations of the Bourse, and worked with the Senate and Synod to codify the body of Imperial Law. Crucially it was Giovanni that &#039;&#039;fixed&#039;&#039; the taxation that Imperial citizens must pay - by reinterpreting &amp;quot;a measure of silver&amp;quot; to be a single crown. The few texts that survive that describe this period suggest that before Giovanni, the early leaders of the Empire had anticipated that they might vary how much silver citizens might be taxed. Giovanni closed the door on that possibility.&lt;br /&gt;
&lt;br /&gt;
Instead he established the Imperial Bourse as the primary method by which the nascent Empire would raise funds for the Imperial treasury. He did so at the same time that he instituted a tradition of meeting once every three months at Anvil. The few accounts of Emperor Giovanni that survive paint him as a shrewd and brilliant politician, but on a personal level he was widely regarded as cynical man whose studies of [https://en.wikipedia.org/wiki/The_dismal_science the dismal science] led him to expect the worst of literally everyone. According to the [[Torchbearer]], Apomedes of Heaven&#039;s Reach, Giovanni deliberately created the Bourse to ensure that the burden of paying for the decisions of the Senate would fall on those who made them and those who put them there.&lt;br /&gt;
&lt;br /&gt;
Interest in Emperor Giovanni tends to wax and wane. When economic times are good, few people pay any attention to his life&#039;s work. These periods are often marked by &#039;&#039;years&#039;&#039; of steady rises in the price of wains, accompanied by a growth in expenditure authorised by the Imperial Senate. When the wheel turns, the price of wains begins to fall and the pressure on the Imperial treasury begins to rise dramatically. When that happens interest in the Imperial economy suddenly becomes more pressing.&lt;br /&gt;
&lt;br /&gt;
In recent years, noted Imperial economists like the respected Wintermark scholar, and current [[Auditor of Senatorial Accountability]] &#039;&#039;&#039;Vauraus Korppitkotka&#039;&#039;&#039; of the [[Wintermark_groups#Sussivari|Sussivari]], have published insightful analysis that map out the flow of money into the Imperial treasury. Similar work by the tireless campaigner, &#039;&#039;&#039;Laurencio Lemmini di Sarvos&#039;&#039;&#039; of the First Spark, have aimed to drill home just how important the impact of things like ministries are on the &amp;quot;Anvil economy&amp;quot;. Graciana&#039;s research largely confirms what both these economists have long been saying - all the money spent at Anvil ultimately circulates around Anvil until it ends up returning to the Imperial treasury. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Sussivari.png|align=right|width=200|caption=The Sussivari are known for a particual appreciation of matters magical.}}&lt;br /&gt;
{{CaptionedImage|file=Laurencio Lemmini di Sarvos.jpg|align=right|caption=&#039;&#039;&#039;Laurencio di Sarvos&#039;&#039;&#039;, economic analyst and hammer owner.|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The document produced by Laurencio di Sarvos, graphically illustrates how the Anvil economy works. The yellow boxes show where money enters the system - taxation by the Senate, the personal income of wealthy citizens, and so forth. The blue boxes show how this money circulates around Anvil - guerdon payments don&#039;t leave Anvil because they are paid to people who then bring the money back to Anvil to spend it. The Bourse works to draw money from everyone attending Anvil, ever directly or indirectly, which it then funnels back to the Senate. Wealth only leaves the system through the red boxes, the upkeep of armies and fortifications or the spending in ministries and similar.&lt;br /&gt;
&lt;br /&gt;
When more money enters the system than leaves the system, the price of wains goes up, and the Senate grows rich. When more money leaves the system than enters it, the price of wains goes down and the Senate&#039;s budget is squeezed. Encouraging citizens to pay more at the Bourse auctions might feel virtuous, but since it doesn&#039;t change the fundamental money supply in the slightest, all it can possibly do is delay the inevitable correction. Virtuous citizens moving money from the Anvil economy to the Bourse and from there to the Senate cannot be sustained, if the money in circulation in the Anvil economy continues to decline. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Emperor Giovanni&amp;quot;&amp;gt;Those who call the tune must pay the piper.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
This design perfectly reflects Giovanni&#039;s gloomy disposition. The Emperor &#039;&#039;expected&#039;&#039; his Senate to be profligate in their spending - he changed the constitution to ensure that the burden fell squarely on the heads of the citizens coming to Anvil. His belief was that they, and they alone, might have the collective political power to restrain their senators.&lt;br /&gt;
&lt;br /&gt;
If alternative trades could be found, so that Imperial citizens who attend Anvil could make significant purchases using wains, resources, mana, herbs or similar, that would result in significantly less money leaving the Anvil economy - and by extension more money ultimately flowing into the Imperial treasury. However that is very difficult to do, there are few good options for doing that for the reasons described above, most people want to get paid, in coin, for their services or goods. However increasing the money flowing into the Anvil economy would have the same net effect as decreasing the money flowing out of the Anvil economy - and that might be easier to achieve.&lt;br /&gt;
&lt;br /&gt;
==Cutting Corners==&lt;br /&gt;
* &#039;&#039;&#039;There are few good options for alternative trades for ministries, but the Senate could abrogate them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are some ministries that could provide a benefit to the Empire without requiring money to operate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned, there are few good options for alternative trades that don&#039;t involve coin. The handful that do exist are ad hoc limited options that affect some of the smaller ministries; Graciana is dubious that these will produce significant net benefits to the Imperial treasury.&lt;br /&gt;
&lt;br /&gt;
The drastic solution would be to abrogate all ministries. The Imperial Senate could use a single Senate motion to abrogate every ministry in the Empire. That would have a huge effect, dramatically curbing the powers of some titles and disestablishing others (any title whose only power was to operate a ministry would be abrogated at the same time). Such a motion would mean any investment into the ministry in question was lost - there would be no way to recover the materials used to build the commision and no easy way to repurpose them for some other use.&lt;br /&gt;
&lt;br /&gt;
A less drastic answer might be to abrogate certain specific ministries. With a more tailored approach, it is possible to address the changes as they happen, shifting commissions so that some benefits still accrue. Graciana has looked at four &amp;quot;groups&amp;quot; of ministries - the [[grandmaster|grandmasters]] of the [[Conclave]], the [[ambassador|ambassadors]], the [[Northern trade network]], and the Prosperity ministries that provide bourse resources. In the first three cases, she has identified some benefits that could be had if the Senate acted to remove their ministries. She has not been able to identify benefits that would flow from abrogating the Prosperity ministries and she advises &#039;&#039;against&#039;&#039; dis-establishing them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lebannon of Haros Water&amp;quot;&amp;gt;No, Grandmaster. It is not &#039;yours&#039;.&lt;br /&gt;
&lt;br /&gt;
It is ours.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Grandmaster Ministries====&lt;br /&gt;
* &#039;&#039;&#039;The ministries that provide Grandmasters with crystal mana could be abrogated&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would mean an additional 127 crystal mana going directly to the font&#039;&#039;&#039;&lt;br /&gt;
One group of ministries that see a large amount of money flow from Anvil into the wider Empire are the so-called &amp;quot;mana ministries&amp;quot; possessed by each [[Grandmaster]]. These ministries were greatly enhanced in 384YE when the Senate [[Honey_and_vinegar#Old_Stones|took advantage of an opportunity]] to expand the mana exchanges in [[Steward of the Tassato Mana Exchange|Tassato]], [[Magic Butcher|Temeschwar]], and [[Steward_of_the_Sarvos_Mana_Exchange|Sarvos]]. Graciana estimates that, in total, the Grandmasters have spent over a hundred thrones collectively buying over a thousand crystal mana for their orders over the last year. This is in addition to the mana that is distributed to them via [[Conclave_vault#The_Font|the font]]. It is clearly valuable to have so much additional mana available to the Empire, but the Senate might consider that the costs are not worth the benefits.&lt;br /&gt;
&lt;br /&gt;
The Senate could use a single senate motion to shut these ministries down. If that happened, the civil servants responsible for securing crystal mana for the grandmasters could be redeployed, and the structures used to support them could be repurposed to support a public trade in mana crystals between citizens, with the profits from that operation being used to fund mana purchases for the font. &lt;br /&gt;
&lt;br /&gt;
Graciana calculates that this would result in an additional 127 crystal mana each season being raised for the font, at no additional cost to the Empire. That would be a significant loss for the Empire - five hundred mana crystals a year is significantly less than the thousand mana crystals that the grandmasters purchased between them - but it would represent a considerable saving to the Anvil economy.&lt;br /&gt;
&lt;br /&gt;
====Diplomatic Ministries====&lt;br /&gt;
* &#039;&#039;&#039;The Senate could end the practice of merchants offering favourable rates to ambassadors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They could redefine the role of the ambassador and indicate such gifts are for the benefit of the Empire rather than the ambassador&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would remove the ministry, but would also remove the upkeep costs of the embassys the Empire has not embargoed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As it currently stands, the [[Imperial Consul]] and each [[ambassador]] oversees an [[embassy]]. Alongside the political powers and prestige an embassy affords an ambassador, they also support a degree of [[Ambassador#Mercantile_Support|mercantile activity]]. Merchants who engage in trade between the Empire and the nation in question, or vice versa, visit the embassy to curry favour with the ambassador. Commonly they take a portion of the items they buy and sell and make them available to the ambassador at favourable prices. This benefit is represented by a ministry that allows the ambassador to directly purchase raw materials from traders and merchants of the associated nation. &lt;br /&gt;
&lt;br /&gt;
This practice obviously leads to questions about what exactly is going on. Virtuous individuals in particular sometimes look at this behaviour with raised eyebrows - these merchants are trying to curry favour with the ambassador to get special treatment. This is usually perfectly innocuous, merchants offer incentives to get their shipments cleared by the dock authorities more quickly than their rivals, or to expedite permits to sell their wares, arrange meetings with their Imperial counterparts, or the like. But in theory, if a merchant were engaged in criminal activity, the ambassador might be the first person they would seek to bribe to look the other way...&lt;br /&gt;
&lt;br /&gt;
It would be relatively straightforward for the Senate to end this practice. With a suitably worded Senate motion they could make it clear that such lobbying is no longer acceptable, for all existing embassies and future embassies. The ministries would be lost. Ambassadors would still be able to engage in direct trade with foreign nations of course, but the practice of merchants bringing goods to the embassies to &amp;quot;trade&amp;quot; at a &amp;quot;special discount&amp;quot; to the Ambassadors would end. None of the diplomats from the foreign nations would bat an eyelid at this change.&lt;br /&gt;
&lt;br /&gt;
That is not to say that the giving of &amp;quot;gifts&amp;quot; is the problem. In practice most of the actual work of operating an embassy is done by the civil service - they could still help foreign merchants with their trade, but any gifts would be understood to a gift to the embassy itself, and by extension the Empire. The civil service could sell these gifts, at least those that had real value, and use the proceeds to pay the costs of running the embassy. That would mean the Empire not need to pay the upkeep costs of any embassay unless they declared war with the nation in question - or embargoed their trade.&lt;br /&gt;
&lt;br /&gt;
The Imperial Senate could remove the ministries from every embassy with a single motion. The impact is not small - removing the ability of the Consul and the ambassadors to purchase goods would save nearly two hundred thrones a year, but it would also cut nearly thirty five thrones a season in upkeep costs.&lt;br /&gt;
&lt;br /&gt;
Of course impoverishing the diplomatic corps, who have presumably been using the profits of their embassy to fund the vital work they do, might be too high a cost for the Senate to stomach. If that was a concern, the Senate could give each title a stipend - that would be drawn directly from the Imperial treasury of course, but it would mean those funds weren&#039;t leaving the Anvil economy.&lt;br /&gt;
&lt;br /&gt;
====Northern Trade Network====&lt;br /&gt;
* &#039;&#039;&#039;The Northern Trade Network was established as a set of ministries but Graciana believes that lacks ambition&lt;br /&gt;
* &#039;&#039;&#039;Investing in the Northern Trade Network would remove the small-scale individual benefits and improve the situation for the entire territory where they are built&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:500px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ministry !! Territory&lt;br /&gt;
|-&lt;br /&gt;
| [[Bonesetter of Torfast Trading Post]] || [[Skarsind]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Broker of Treji Wayhouse]] || [[Hercynia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Overseer of the Westward Road]] || [[Karov]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Northbound Trademaster]] || [[Temeschwar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kalpaheim Tradeholder]] || [[Hahnmark]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A series of ministries have been established across the northern Empire that together became the [[Northern trade network]]. These ministries, anchored by the [[Bonesetter of Torfast Trading Post|Torfast Trading Post]] in [[Skarsind]] connect [[Hahnmark]], [[Hercynia]], [[Skarsind]], [[Temeschwar]], and [[Karov]]. Their establishment saw the northern territories establish closer trade ties among themselves. The Thule also participate in this trade, exchanging their own crystal mana for Imperial ingots and measures.&lt;br /&gt;
&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kalapaheim Tradehall&#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; [[Great work]]&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; [[Hahnmark#Kalpamark|Kalpamark, Hahnmark]]&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 wains of [[white granite]], 90 crowns, 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; One year - or until another great work increasing investment in businesses is built in the territory&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;
* Removes the &amp;quot;trade profits&amp;quot; and &amp;quot;eastern route&amp;quot; from the Kalpaheim Tradeholder, leaving only the Urdur trade&lt;br /&gt;
* Raises the level of investment in businesses in Hahnmark by one, providing 36 extra rings to every business in the territory&lt;br /&gt;
* Allows the Kalpaheim Tradeholder to change the additional money provided by the great work to 2 extra ingots of a chosen metal by email to {{template:plot}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Torfast Trading Post&#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; [[Great work]]&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; [[Skarsind#Southpine|Southpine, Skarsind]]&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 wains of [[white granite]], 90 crowns, 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; One year - or until another great work increasing investment in businesses is built in the territory&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;
* Removes the &amp;quot;southern&amp;quot;, &amp;quot;western&amp;quot; and &amp;quot;eastern route&amp;quot; from the Bonesetter of Torfast Trading Post, leaving only the northern Urdur trade route&lt;br /&gt;
* Raises the level of investment in businesses in Skarsind by one, providing 36 extra rings to every business in the territory&lt;br /&gt;
* Allows the Bonesetter to change the additional money provided by the great work to 2 extra measures of a chosen forest resouce by email to {{template:plot}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Treji Wayhouse&#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; [[Great work]]&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; [[Hercynia#The_Glen_of_Shadows|The Glen of Shadows, 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; 30 wains of [[white granite]], 90 crowns, 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; One year - or until another great work increasing investment in herb gardens is built in the territory&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;
* Removes the &amp;quot;trade profits&amp;quot; and &amp;quot;eastern route&amp;quot; from the Broker of Treji Wayhouse, leaving only the Urdur trade&lt;br /&gt;
* Raises the level of investment in herb gardens in Hercynia by one, providing two additional bladeroot and one additional marrowort to every herb garden in the territory&lt;br /&gt;
* Allows the Broker to change the additional herbs provided by the great work to 3 bladeroot, or 3 marrowort or 3 true vervain or any combination thereof by email to {{template:plot}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Delev Market&#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; [[Great work]]&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; [[Karov#Duzekani|Duzekani, Karov]]&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 wains of [[white granite]], 150 crowns, 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; One year - or until another great work increasing investment in mines or forests is built in the territory&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;Requirement:&#039;&#039;&#039; Can only be upgraded if the Treji Warehouse, Torfast Trading Post and Kalapaheim Tradehall have all been converted into great works&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Removes the &amp;quot;trade profits&amp;quot; from the Overseer of the Westward Road, leaving only the Urdur trade&lt;br /&gt;
* Raises the level of investment in mines and forests in Karov by one, providing 2 additional materials to every mine and forest in the territory&lt;br /&gt;
* Allows the Broker to change the additional ingots and measures provided by the great work to 36 rings instead by email to {{template:plot}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Northbound Trade&#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; [[Great work]]&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; [[Temeschwar#Hanuri|Hanuri, Temeschwar]]&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; 60 wains of [[white granite]], 180 crowns, 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; One year - or until another great work increasing investment in businesses is built in the territory&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;Requirement:&#039;&#039;&#039; Can only be upgraded if the Treji Warehouse, Torfast Trading Post, Kalapaheim Tradehall, and Delev Market have all been converted into great works&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Removes the &amp;quot;trade profits&amp;quot; and &amp;quot;eastern route&amp;quot; from the Northbound Trademaster, leaving only the Urdur trade&lt;br /&gt;
* Raises the level of investment in businesses in Temeschwar by one, providing 36 additional rings to every business in the territory&lt;br /&gt;
* Allows the Trademaster to change the additional money provided by the great work to two measures  or two ingots by email to {{template:plot}}&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;
The network itself grew up fairly haphazardly, with each new member added improving the opportunities for each of the others. In each case, money is used to buy trade goods that the other nations in the network have in abundance. Graciana sees an opportunity here; rather than focusing the trade through one location, these ministries could be the basis for securing larger-scale prosperity across the territory. &lt;br /&gt;
&lt;br /&gt;
In each case, the existing structure would need considerable further investment - and the costs involved are not small. Each would require a Senate motion or announcement by someone able to commission a great work - they could &#039;&#039;&#039;not&#039;&#039;&#039; be done with a single commission. In each case, the relevant title holder would see the loss of all trade privileges currently granted by the ministry, bar the oversight of trade with the Thule. Once the work to upgrade the existing commission into a great work was complete, the ministry would only be able to acquire mana crystals from the Urdur trade option in each case - all other options would be lost.&lt;br /&gt;
&lt;br /&gt;
The benefits could be considerable however, providing significant boosts to income for businesses and other personal resources across the north territories of the Empire. In most cases, the work could be done independently of the other branches of the northern trade network, with the exception of the Delev Market in Karov and the trade hub in Temeschwar. The Delev Market, would only provide benefits to mines and businesses once the Treji Warehouse, Torfast Trading Post and Kalapaheim Tradehall were upgraded. The trade hub in Temeschwar would only provide benefits to businesses once the overhaul of &#039;&#039;all&#039;&#039; the other branches of the network was complete.&lt;br /&gt;
&lt;br /&gt;
====Prosperity Ministries====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:500px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ministry !! Nation !! Resources&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinderpath Custodian|Cinder Path Exchange]] || Highguard|| Mithril&lt;br /&gt;
|-&lt;br /&gt;
| [[Bargainer of the Iron Tower|Iron Tower]] || Varushka || Mithril&lt;br /&gt;
|-&lt;br /&gt;
| [[Mistress of the Dust Parador|Parador of Dust]] || Brass Coast || Mithril&lt;br /&gt;
|-&lt;br /&gt;
| [[Reeve of Boar&#039;s Market|Boar&#039;s Market]] || Dawn || Mithril, white granite, and weirwood&lt;br /&gt;
|-&lt;br /&gt;
| [[Broker of the Invisible Cord|Invisible Cord Brokerage]] || Navarr || Weirwood&lt;br /&gt;
|-&lt;br /&gt;
| [[Talon of Kauppahall|Kauppahall]] || Wintermark || White granite and ilium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;The six &amp;quot;Prosperity ministries&amp;quot; allow title holders to purchase wains and rings of ilium from Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They were established following the efforts of the Prosperity Assembly to ensure virtuous citizens are paid fairly for their resources&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Large sums of money are spent acquiring bourse materials through these ministries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Abrograting these ministres would be counter-productive, citizens would find other ways to sell wains to people coming to Anvil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the last several years, a series of ministries arose as a result of the Prosperity assembly drive to disband the private and public auctions and ensure Imperial citizens with wains to sell received &#039;&#039;just reward for their labour&#039;&#039;. The first was the [[Cinderpath Custodian|Cinder Path Exchange]] in [[Highguard]], but the practice quickly spread to other nations. These specialised ministries allow the purchase of [[white granite]], [[mithril]], [[weirwood]], and [[ilium]] from citizens of a nation at a &amp;quot;fair price&amp;quot;, as determined by the prosperous citizens of the Empire. While the money spent on these resources continues to enrich Imperial citizens, those who receive it rarely come to Anvil so it does not appear in the Imperial treasury.&lt;br /&gt;
&lt;br /&gt;
Graciana looks into the possibility of altering these ministries so that they would not rely on Imperial coinage but she stops once she identifies the fundamental problem. These ministries replaced the need for citizens to send wains to Anvil to be sold by public auction - if they were abrograted or repurposed in some way - then it is certain that citizens would find some other way to sell their excess wains to the wealthy citizens at Anvil. It might mean less money leaving the Anvil economy - but it could mean &#039;&#039;more&#039;&#039; money escaping the Imperial treasury, it is impossible to predict.&lt;br /&gt;
&lt;br /&gt;
As such Graciana suggests that the Senate avoid changing any ministries that allow the title holder to purchase bourse resources from Imperial citizens, at least if they are seeking to increase the amount of funds available.&lt;br /&gt;
&lt;br /&gt;
==Clipping Coins==&lt;br /&gt;
* &#039;&#039;&#039;Graciana has identified half a dozen opportunities to alter existing ministries to operate without spending coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Graciana has found few systemic ways to remove the need to spend coin when operating ministries, she has idenfied a number of individual opportunities to change specific ministries. In many cases these opportunities involve deals with foreigners. Graciana is no diplomat, but [[Appraisal#Naomi_of_Virtue&#039;s_Rest|Naomi of Virtue&#039;s Rest]] is able to help with these negotiations - any of which the Empire could take up or turn down without causing undue offence.&lt;br /&gt;
&lt;br /&gt;
As ever, any deal with foreigners is inherently fragile - any ministry that relies on a deal with a foreign power will cease to function if the Empire finds itself at war with that nation.&lt;br /&gt;
&lt;br /&gt;
===Axos and the Bursars===&lt;br /&gt;
* &#039;&#039;&#039;The Halls of Maykop are prepared to exhange crystal mana for the materials they need to make magic items&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Halls are interested in closer links with the Bursar of the Conclave&#039;&#039;&#039;&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Bursar of the Conclave&#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;7 Dragonbone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10 Dragonbone, 6 Beggar&#039;s Lye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10 Dragonbone, 10 Beggar&#039;s Lye, 7 Ambergelt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10 Dragonbone, 10 Beggar&#039;s Lye, 10 Ambergelt, 10 Irridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20 Dragonbone, 15 Beggar&#039;s Lye, 10 Ambergelt, 10 Irridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;House of Spirits&#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;40 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 ring of [[ilium]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;80 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 rings of ilium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;125 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 rings of ilium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;175 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 rings of ilium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;230 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 rings of ilium&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 [[Bursar of the Conclave]] has been empowered by the Imperial Senate to purchase mana for the Conclave from Imperial citizens. The Axou are usually a good source for mana and it appears they are open to getting involved with the ministry. Two things make them suitable for this, one is that the Axou from the Halls of Maykop seem keen to forge closer links with the Bursar - and the other is that this citadel would be prepared to take payment in forest materials rather than Imperial coin.&lt;br /&gt;
&lt;br /&gt;
The [[Bursar of the House of Spirits]] is responsible for the House of Spirits in [[Casinea]]. This remote campus hosts students from the College of Necromantia in Maykop. Despite their willingness to help, the Axou are not prepared to accept forest materials for their precious ilium, however they would be prepared to accept large amounts of liao instead. &lt;br /&gt;
&lt;br /&gt;
The Imperial Senate could use a single Senate motion to accept the two Axou offers.&lt;br /&gt;
&lt;br /&gt;
===Sarcophan and the Kruidenkenner===&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan are prepared to barter metals for herbs in the two Kruidenkenner trade enclaves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:400px; float: right; margin-left:10px; clear: right;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Trademaster Cerulean Mazzarine&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6 green iron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 cerulean mazzarine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;15 green iron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24 cerulean mazzarine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;27 green iron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 cerulean mazzarine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:400px; float: right; margin-left:10px; clear: right;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Trademaster Herbs&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10 tempest jade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;22 tempest jade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32 random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;36 tempest jade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;48 random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:400px; float: right; margin-left:10px; clear: right;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Root and Stem&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6 orichalcum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 bladeroot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;15 orichalcum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24 bladeroot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;27 orichalcum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 bladeroot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kruidenkenner, the large Sarcophan trading house that supplies herbs to the [[Kruidenkenner Trademaster]] and the [[Master of the Root and Stem]], are also prepared to indulge the Empire switch to barter at their establishments. They are quick to produce a proposed schedule of purchases and prices at each of the two establishments. There is some suggestion that the returns on these trades might not be as profitable as the current arrangements - the Kruidenkenner don&#039;t deny that accusation exactly - rather they point out that it is the Empire seeking to change the arrangements and that barter is inherently more expensive.&lt;br /&gt;
&lt;br /&gt;
The Imperial Senate could use a single motion to accept all the changes proposed by the Kruidenkenner - if that happened then the ministries associated with the titles would require ingots to operate them from then on, rather than coin.&lt;br /&gt;
&lt;br /&gt;
===The Ossium Trade===&lt;br /&gt;
* &#039;&#039;&#039;Merchants in Ossium would be prepared to accept ingots in place of coin for the goods available to the Merchant-Boyar of the Stinking Market and the Apothecary of Orieb&#039;&#039;&#039;&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;Merchant Boyar Ossium herbs&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8 weltsilver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 doses of [[marrowort]], 10 random [[herb|herbs]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10 weltsilver, 8 orichalcum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13 doses of [[marrowort]], 20 random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;16 weltsilver, 10 orichalcum, 10 green iron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 doses of [[marrowort]], 30 random herbs&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Orieb Apothecary Herbs&#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;7 tempest jade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14 random herbs, 1 dose of realmsroot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10 tempest jade, 9 weltsilver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28 random herbs, 2 doses of realmsroot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20 tempest jade, 9 weltsilver, 6 green iron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42 random herbs, 3 doses of realmsroot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Not all the opportunities that Graciana has identified involve trade with foreigners. Citizens in Ossium have an insatiable desire for ingots, which are used by artisans in the territory to make fine magical weapons for sale. The Ketsov are open to the idea of procuring the herbs currently purchased by the [[Apothecary of Orieb]] and the [[Merchant-Boyar of the Stinking Market]] in exchange for ingots.&lt;br /&gt;
&lt;br /&gt;
On the face of it, this seems like a simple deal, but Graciana cautions that the Ketsov, in particular, have proven &amp;quot;touchy&amp;quot; in recent years, having had run-ins with the Synod and with some of their Varushkan peers. This proposal won&#039;t make those problems any worse, but it would make the trade through the Stinking Market and the Orieb dependent on the continued involvement of the Ketsov. If relations with them soured, the Merchant-Boyar and the Apothecary would need to deal with the fallout of that if they wanted to continue operating their ministry.&lt;br /&gt;
&lt;br /&gt;
The Imperial Senate could use a single motion to accept all the changes proposed by the Ketsov - if that happened then the ministries associated with the titles would require ingots to purchase herbs them from then on, rather than coin.&lt;br /&gt;
&lt;br /&gt;
==Growing the Pot==&lt;br /&gt;
* &#039;&#039;&#039;Graciana has looked for alternative ways to increase the funds flowing into the Anvil economy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She has identified numerous outstanding opportunities for great works, all of which ultimately mean more money paid to the Senate in the bourse auction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Graciana has done her best to find ways to repurpose existing ministries, but it is clear that the options are limited. At the point where it is clear that there are no further opportunities to do so, she devotes the remaining time to looking for alternative solutions. As with any appraisal, the ideal is for the prognosticator&#039;s office to know what the underlying &#039;&#039;problem&#039;&#039; is that the Senate are looking to solve. Stopping ministries spending coin to buy goods is a &amp;quot;solution&amp;quot; to a problem - the outcome of which would be that less money left the Anvil economy. It seems reasonable therefore, to guess that the real problem the Senate are trying to solve is to get more money to flow into the Imperial treasury. Stopping ministries from spending coin would achieve that, but it&#039;s far from the only way.&lt;br /&gt;
&lt;br /&gt;
The clear alternative to stopping money leaving the Anvil economy is to take steps to make more money flow into the Anvil economy. The obvious way to do that would be to build great works that boost the profits of farms and businesses across the Empire. It&#039;s not a cheap solution, but the benefits are clear - yeofolk and business owners with more money in their pockets to spend at anvil means more money in the Imperial treasury. It&#039;s not possible for Graciana to invest a lot of time into looking for new opportunities to raise great works, that is outside the scope of the appraisal, but she has been able to do a thorough review of outstanding opportunities to see which ones are still available.&lt;br /&gt;
&lt;br /&gt;
===Inkworks at Joharra===&lt;br /&gt;
* &#039;&#039;&#039;The bustling industry of Joharra was ruined by an attack from Isidore i Boyaga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An inkworks could be built in Oranseri to aid and assist businesses in Feroz&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The inkworks would remove the impoverished quality from the region&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It would also boost the seasonal income of scriveners by 22 rings for a year once completed&#039;&#039;&#039;&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;Inkworks of Joharra&#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; Great Work&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; 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; 60 white granite and 60 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;Availability:&#039;&#039;&#039; One year - or until another great work increases investment in businesses is built in the territory&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;
* Increases the level of investment of businesses in Feroz by one.&lt;br /&gt;
* Removes the impoverished quality from Oranseri.&lt;br /&gt;
* Increases the seasonal income of scriveners by 22 rings for a year.&lt;br /&gt;
* Creates the title of &#039;&#039;Scrivener of the Inkworks&#039;&#039;&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;Scrivener of the Inkworks&#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; Brass Coast National&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; [[Tally of the Votes]] or Senate&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; &lt;br /&gt;
* Receives 15 measures of iridescent gloaming each season.&lt;br /&gt;
* Receives a Therasia&#039;s Chain each year. &lt;br /&gt;
* Can make an announcement in the Senate to redirect the Inkworks if there is a [[opportunity]] that explicitly allows it.&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 direct the inkworks as needed, to support the scriveners of Feroz, and to ensure contracts are being kept 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;Restriction&#039;&#039;&#039; This title will only receive a Therasia&#039;s Chain if the holder is a scrivener&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;
In Winter 386YE, Graciana presented a proposal for a new [[Send_for_me#Inkworks_of_Joharra|Inkworks at Joharra]] in Feroz. The facility offered a number of useful benefits, removing the impoverished quality from Oranseri and boosting income of businessholders across the territory. As it turns out, it would also boost the income of scriveners by 22 rings for one year after completion, all of which would help to sustain the Anvil economy.&lt;br /&gt;
&lt;br /&gt;
The opportunity is still available, without any changes.&lt;br /&gt;
&lt;br /&gt;
===Fish and Fur in Sermersuaq===&lt;br /&gt;
* &#039;&#039;&#039;A fishery built at the town of Atalaq would support farms and fisherfolk across the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A grand trading post in southern Sermersuaq would provide a significant boost to businesses in the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would provide additional benefits to Wintermark ships trading with foreign ports by providing rich luxury goods to sell&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Custodian of the Bloody Great Sausage would be in prime position to make a profit from the increased availability of fine, exotic meats&#039;&#039;&#039;&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;Atalaq Fishery&#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; [[Great work]]&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; Sealtoq, Sermersuaq&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; 75 weirwood, 25 mithril, 300 crowns, 6 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; One year - or until another great work that increases investment in farms is built in the territory&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;
* Increases investment in farms in Sermersuaq from two to three. &lt;br /&gt;
* Allows farms owned by Suaq characters to diversify their farm to produce a mana crystal.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Atalaq Tradehall&#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; [[Great work]]&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; Sealtoq, Sermersuaq&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 weirwood, 150 crowns, 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:&#039;&#039;&#039; One year - or until another great work that increases investment in businesses is built in the territory&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;
* Increases investment in businesses in Sermersuaq by one.&lt;br /&gt;
* Increase taxation from Sermersuaq by 4 thrones.&lt;br /&gt;
* Increases income of the Custodian of the Bloody Great Sausage by 7 crowns&lt;br /&gt;
* Boosts income of Wintermark fleet owners by 36 rings for one year whenever they engage in trade with foreign nations&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Graciana also provided a [[Farm, fur, and fish|report]] on opportunities for investment in Skarsind in Summer 386YE. The proposal for the Atalaq Fishery would have provided 36 rings to every farm in Skarsind as well as allowing them to diversify their farms to acquire mana crystals. &lt;br /&gt;
&lt;br /&gt;
Perhaps of more interest to the Senate is the less ambitious project to establish the Atalaq Tradehall. That would have increased investment in businesses in Sermersuaq, but it would also benefit the treasury directly, increasing taxation from the territory by 4 thrones. The burst of luxury goods and materials the trade post provided would have also helped Wintermark traders, providing an additional 36 rings to any fleet owner in a Wintermark territory whenever they engaged in [[Fleet#Trade|trade]] with foreign nations. It would permanently boost the income of the Custodian of the Bloody Great Sausage by 7 crowns each event.&lt;br /&gt;
&lt;br /&gt;
The opportunity is still available, without any changes.&lt;br /&gt;
&lt;br /&gt;
===Marshways in Kallavesa===&lt;br /&gt;
* &#039;&#039;&#039;The marshways would raise the level of investment in herb gardens and businesses by one in Kallavesa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would cost 80 wains of weirwood, 240 crowns and take a year to complete&#039;&#039;&#039;&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;Kallevesa Marshways&#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; [[Great work]]&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; Kallavesa&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; 80 wains of weirwood, 240 crowns, 6 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; One year - or until another great work that increases investment in herb gardens or businesses is built in Kallavesa&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;
* Raises the level investment in businesses in Kallavesa by one providing an additional 36 rings&lt;br /&gt;
* Raises the level investment in herb gardens in Kallavesa by one providing two true vervain, and one Marrowort in Spring, one Cerulean Mazzarine in Summer, one Imperial Roseweald in Autumn, and one Bladeroot in Winter&lt;br /&gt;
* Creates a [[Venture#Guarding_Ventures|guarding venture]] for Wintermark and Dawnish military units to protect the merchants using the marshways in exchange for herbs&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As part of her appraisal on [[Road_out_of_nowhere#Marshways|roads]] in Winter 385YE, Graciana suggested the Senate could establish marshways across the marshy territories of the Empire, Kallavesa, Therunin and Bregasland. All three territories have a strong tradition of boat use – not sea-going ships but various incarnations of flat-bottomed skiffs and punts that pole the shallow waters of the fens. The ideas was to establish a number of ferries, river-side wayhouses, strategically placed bridges, jetties, [https://en.wikipedia.org/wiki/Portage portage rails], and boatworks that she called the &#039;&#039;Marshways&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Sadly Therunin and Bregasland are currently suffering from invasion and war; no longer controlled by the Empire, the idea of building there is out of the question. However, Kallevesa is still ripe for investment - so Graciana has updated the costs for just the Wintermark territory. That would cut costs considerably - to 80 wains of weirwood and 240 crowns - but it could be done in six months. Once it was finished, it would raise the level of investment for businesses providing an additional 36 rings every season. It would also raise the level of investment for herb gardens by one, providing two true vervain, and one seasonal herb - Marrowort in Spring, Cerulean Mazzarine in Summer, Imperial Roseweald in Autumn, and Bladeroot in Winter.&lt;br /&gt;
&lt;br /&gt;
In the original proposal, Graciana suggested that the Senate establish a title-holder to oversee the marshways and be responsible for their safety. The position would then be able to fund their operations by purchasing herbs from merchants using the marshways. Given the purpose of the appraisal, Graciana has updated the original plan - now the completion of the marshways would create a new guarding venture for Wintermark and Dawnish military units to protect merchants using the Marshways. The new version of the opportunity replaces the original.&lt;br /&gt;
&lt;br /&gt;
===Docks in Madruga===&lt;br /&gt;
* &#039;&#039;&#039;There is a proposal to build the Municipal Docks in Calvos to spur the growth of the town in the coming years&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If built, the municipal docks would create conditions for Calvos to ultimately grow into one of great cities of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Docks would have an upkeep of 5 thrones a season but would increase taxation by 12 thrones a season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once complete the docks would provide significant benefits in Madruga, and in the Brass Coast as a whole&#039;&#039;&#039;&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;Municipal Docks&#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; Great Work (Shipyard)&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; Calvos Sound, Madruga &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; 80 white granite, 40 weirwood and 45 Thrones, 12 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; One year - or until another great work that increases investment in fleets is built in Madruga&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;Upkeep:&#039;&#039;&#039; 5 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;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Raises the level of investment in fleets in Madruga engaging in trading, questing or raiding&lt;br /&gt;
* Raises the level of investment in businesses in Madruga&lt;br /&gt;
* Reduces the cost for Freeborn characters to upgrade fleets by one weirwood for a year after completion&lt;br /&gt;
* Raises income of all Freeborn characters by 7 rings for a year after completion&lt;br /&gt;
* Boosts taxation from the territory by 12 thrones a season&lt;br /&gt;
* Protects Calvos Sounds as a level one fortification&lt;br /&gt;
* Acts as a shipyard allowing the construction or refuge of up to two navies at a time&lt;br /&gt;
* Creates a new questing Voyage for Freeborn fleets, Hunt the Free Landing Kraken&lt;br /&gt;
* Creates the Freeborn position Quaymaster of the Municipal Docks&lt;br /&gt;
* Includes personal offices and accommodation for the Quaymaster and their family&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;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;Quaymaster of the Municipal Docks&#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; Freeborn&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; Tally of the Votes&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; Can purchase goods from Commonwealth ships docking at Calvos&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; Oversee the Municipal Docks&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Trade Purchases Volkavaar&#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;50 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Hero Stones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;120 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Hero Stones&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Trade Purchases Leerdam&#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;36 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 draught of Clear Headedness&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;80 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 draughts of Clear Headedness&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;
In Spring 387YE, Gisli &#039;the Provider&#039; Baerson paid Professor Immnual Gelberg&#039;s team of visiting scholars to investigate the possibilities for building a new city in the former Freeborn territory of Madruga. The Commonwealth academics created a [[Germinating_a_city|plan]] to build new municipal docks in Madruga that would raise the level of investment in fleets in Madruga engaging in trading, questing or raiding and raise the level of investment in businesses in the territory. They would raise the income of all Freeborn characters by 7 rings for a year after completion and boost taxation from the territory by 12 thrones a season. All these benefits would result in more money flowing into the economy at Anvil.&lt;br /&gt;
&lt;br /&gt;
Those are not the only benefits - the new docks would reduce the cost for Freeborn characters to upgrade their fleets by one weirwood for a year after completion and protect Calvos Sounds as a level one [[fortification]]. The docks would also act as a [[shipyard]], allowing the construction or refuge of up to two navies at a time and create a new questing voyage for Freeborn fleets; &#039;&#039;&#039;Hunt the Free Landing Kraken&#039;&#039;&#039;. None of these additional benefits result in more money directly in the Imperial treasury, however.&lt;br /&gt;
&lt;br /&gt;
Professor Gelberg&#039;s plan also included the creation of a Freeborn position Quaymaster of the Municipal Docks which would include personal offices and accommodation for the Quaymaster and their family and give them access to a ministry that would allow them to spend a small amount of money to purchase rare items and potions. That would result in &#039;&#039;less&#039;&#039; money flowing into the Anvil economy - a clearly net negative if the Senate is seeking to get rid of ministries. However, the sums of money involved are relatively small - a tiny fraction of the benefits. Graciana is absolutely certain that the net effect would be significantly more money coming to the treasury.&lt;br /&gt;
&lt;br /&gt;
The opportunity is still available, without any changes.&lt;br /&gt;
&lt;br /&gt;
===Markets in Delev===&lt;br /&gt;
* &#039;&#039;&#039;Delev Market could be expanded to make the place a true centre of trade and commerce to rival Temeschwar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Completing the expansion of the market would require 50 wains of white granite, 150 crowns, and take three months&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would increase investment in businesses in Karov by one rank, adding 36 rings each season to their production&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;As the Little Boyar&#039;s Welcome has been warded, the market will &#039;&#039;also&#039;&#039; improve taxation from the territory by 4 thrones&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This commission would replace the opportunity to upgrade the Delev Market run by the Overseer of the Westerward Road&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It could increase the money spent by several existing ministries&#039;&#039;&#039;&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;Great Market at Delev&#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; Great Work&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; Delev, Duzekani, Karov&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, 150 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; 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;Availability:&#039;&#039;&#039; One year or until another great work that increases investment in businesses is built in Karov&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;
* Raises the level of investment in businesses in Karov by one&lt;br /&gt;
* Allows citizens to take a business in Karov for free for one year after completion&lt;br /&gt;
* Adds an additional purchase rank to the [[Bargainer of the Iron Tower|Iron Tower]], [[Harbourmaster of the Semmerlak|Korotny Docks]] and the [[Overseer of the Westward Road|Delev Market]]&lt;br /&gt;
* Increases taxation of Karov by an additional 4 thrones a season if the Little Boyar&#039;s Welcome is also upgraded&lt;br /&gt;
* Would allow Senate to use a motion to permit the Boyar of the Iron Roads to create a sinecure instead of a ministry each season without using a Senate commission &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;
Rather than the fairly simple upgrade of the Delev Market that Graciana proposed to curtail the trade conducted by the Overseer of the Westward Road, the Senate could choose to engage in a major upgraded of the Market.&lt;br /&gt;
&lt;br /&gt;
The proposals for this were published nearly a year ago in an appraisal by Naomi of Virtue&#039;s Rest. Her plan involved the creation of the Great Market at Delev which would raise the level of investment in businesses in Karov by one, but would also allow citizens to take a business in Karov for free for one year after completion. If her proposal for the Little Boyar&#039;s Welcome was also commissioned it would increase taxation from Karov by four thrones a season and allow the Senate to use a motion to permit the Boyar of the Iron Roads to create a sinecure instead of a ministry each season without using a Senate commission. &lt;br /&gt;
&lt;br /&gt;
There are two key drawbacks to this plan - the first is that it is incompatible with the plans Graciana has drawn up to convert the existing market facilities run by the Overseer of the Westward Road. The Senate could commission the Great Market or convert the existing ministry to a great work - but not both.&lt;br /&gt;
&lt;br /&gt;
The second drawback is that the work would provide additional trade opportunities for the [[Bargainer of the Iron Tower]], and the [[Overseer of the Westward Road]] to trade. It will also provide options for [[Harbourmaster of the Semmerlak]] as prosperity spreads. The net effect would be to add an additional rank to each of the main ministries overseen by these titles. &lt;br /&gt;
&lt;br /&gt;
This commission could easily result in significantly more money leaving the Anvil economy than it brought in - if the Bargainer and the Harbourmaster took full advantage of the opportunity. Of course, they would have more goods to show for that coin, but that might be slim consolation to a Senate that is focused on saving the Imperial treasury from running dry.&lt;br /&gt;
&lt;br /&gt;
The opportunity is still available, without any changes.&lt;br /&gt;
&lt;br /&gt;
===Friends in High Places===&lt;br /&gt;
* &#039;&#039;&#039;There is a recent proposal to build roads in Zenith which would raise the level of investment in businesses in the territory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, Graciana notes that there is a new appraisal published by her colleague Naomi of Virtue&#039;s Rest which includes proposals to [[My_friends_are_my_estate#Northern_Way|build roads in Zenith]] which would raise the level of investment in businesses in the territory.&lt;br /&gt;
&lt;br /&gt;
==Stirring the Pot==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_League.png|align=right|width=200}}{{CaptionedImage|file=Assembly_Marcher.png|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;One way to increase funds flowing into the Anvil economy would be if more citizens operated farms and businesses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The League and Marcher Assembly could enact mandates to encourage their citizens to embrace tradition and support the Imperial economy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Such mandates would make it easier for people to switch resources to take a farm or business and cheaper to upgrade a farm or business&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Studying Laurencio di Sarvos&#039; guide to the Anvil economy, it is clear that another way to increase the funds flowing into the Anvil economy would be to increase the amount of asset income that citizens coming to Anvil have available. Great works are one way to do that - as are casting rituals like [[Streams of Silver]], [[Rivers of Gold]], and the seasonal [[Farm#Rituals|rituals]] for farms. But one of the most effective ways to increase the money available would be if more people at Anvil had farms and businesses, and fewer people operated other resources. In the last decade, there has been a push to encourage citizens to sell their farm or business and take on the running of a [[military unit]] to support the war effort. However, Graciana claims that a better way to support the war effort might be to dispense with military units and acquire a business or a farm.&lt;br /&gt;
&lt;br /&gt;
In practice, there isn&#039;t great demand for this in most places, and Graciana has little success in looking for opportunities to help encourage the practice, with two notable exceptions. Both the League and the Marches have strong cultural traditions that make ownership of businesses and farms important respectively - and what is more, owning a business in the League or a farm in the Marches comes with considerable political influence.&lt;br /&gt;
&lt;br /&gt;
Of course, the Senate can&#039;t mandate that Marcher and League citizens put down their arms and take up running a farm or a business - but there is one body that could encourage it. The Synod could use a mandate to urge citizens of the Marches and the League to embrace traditional values, not just out of Pride and Ambition - but out of Loyalty to the needs of the Empire.&lt;br /&gt;
&lt;br /&gt;
{{mandate|mandate=Pride in small things, loyalty to great ones. We send {named priest} with 50 doses of liao to encourage Marcher citizens to settle the land. War is a thrice-ploughed field.|assembly=Marcher Assembly}}&lt;br /&gt;
&lt;br /&gt;
{{mandate|mandate=Nothing great without cost. We send {named priest} with 50 doses of liao to encourage League citizens to invest in a business. Coin counts, and everything costs.|assembly=League Assembly}}&lt;br /&gt;
&lt;br /&gt;
If these mandates are passed in the relevant assemblies, then it will create an opportunity for one year for any character of that nation to change a military unit, fleet, herb garden, mine or forest to a farm (in the Marches) or a business (in the League) 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 Imperial economy.&lt;br /&gt;
&lt;br /&gt;
What is more, there will a groundswell of support for League and Marchers looking to improve their resources. If the Marcher mandate is passed then any farm in the Marches can be upgraded for one wain fewer than normal (to a minimum of one) for one year. If the League mandate is passed then any business in the League can be upgraded for one wain fewer than normal (to a minimum of one) for one year.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Appraisal]]&lt;br /&gt;
* [[Ministry]]&lt;br /&gt;
* [[Imperial treasury]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_truth_but_tell_it_slant&amp;diff=135194</id>
		<title>The truth but tell it slant</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_truth_but_tell_it_slant&amp;diff=135194"/>
		<updated>2026-03-11T12:38:13Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;These things are very tasty,&amp;quot; said Professer Gelberg taking another bite out of his hot wrap. &amp;quot;But they are clearly designed to be impossible to eat without covering yourself in bean juice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They were sat on benches overlooking the Vassa, outside the Printers&#039; Guild enclave. It had been a productive morning. While Immanuel and his guide were taking a well-earned lunch break, the Guild itself was still a hive of activity. Wagons being loaded and unloaded, with great bundles of paper and barrels of ink going in one side and printed papers coming out the other. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do you make of it so far?&amp;quot; asked his guide, who was against all odds, managing to eat their wrap without getting so much as a spot on their smart coat.&lt;br /&gt;
&lt;br /&gt;
Gelberg took another bite, chewed thoughtfully, and licked juice off his fingers before answering. &amp;quot;It&#039;s impressive, no doubt about it. And you say the Empire has embraced movable type? Despite all the extra work it involves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, don&#039;t get hung up on the extra work. It&#039;s all down to the typesetters, you see.&amp;quot; The emissary of the Printers&#039; Guild swelled with pride as they spoke. &amp;quot;A skilled picker can load a score of words a minute or more. A few of our correspondents like to set the stories themselves, writing straight onto the press they call it, and they&#039;re mostly slower. Everyone hates it when they do that, especially the editors. I&#039;ve even seen the odd fist-fight break out over leading while everyone else is trying to just get the damned edition out. But what would the wide world of publishing be without occasional outbursts of drama? As Sacharissa says; if you aren&#039;t making someone, somewhere angry, you&#039;re not really doing your job. And arguably that can apply to your colleagues as much as your readers; paragons preserve us from people who don&#039;t &#039;&#039;care&#039;&#039; about their work, you know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gelberg did know. His experience was more with his fellow academics, but he was no stranger to the idea that people who didn&#039;t get passionate about their ideas weren&#039;t really cut out to be professors.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We still use wooden blocks at home,&amp;quot; said Gelberg, who assumed Sacharissa was another member of the Guild. He&#039;d been introduced on his first night in the city; there had been a ball. He looked wistfully back toward the Guild buildings. The thump of the presses was still audible out here on the street, over the twitter and tide of cityfolk going about their own business. &amp;quot;When I get back I&#039;m going straight to our publications department and showing them what you people are achieving here. It&#039;s well past time we caught up, whatever the woodblock manufacturers think.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well we still use blocks for the illustrations,&amp;quot; said the guide. &amp;quot;Although technically I suppose they&#039;re not wooden blocks. It&#039;s quite an involved process, actually. What we do is...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gelberg wasn&#039;t listening. He&#039;d spotted a young person loitering around the wagons in a hunched over way that shouted &amp;quot;ne&#039;er-do-well&amp;quot; to his finely tuned academician senses. The slouch of a student trying to sneak into the back of a lecture with a hangover, the carefully curated stance of someone who wanted to avoid being spotted. They looked around, but failed to spot Gelberg watching them. With nonchalant speed, they pinched a box off the back of one of the wagons - a small box of the new &#039;&#039;Gemeinsamesprache&#039;&#039; typeset letters that had just been commissioned. It disappeared into their jacket, leaving barely a bulge. &lt;br /&gt;
&lt;br /&gt;
Immanuel was about to draw attention to this blatant daylight theft when the youth spotted him, and waved. The Professor&#039;s mind went blank - he had no idea who this was. They seemed to know him though, crossing over and presenting their hand with a dazzling smile. They were brightly dressed in the current fashion as near as Gelberg could tell, but there were shiny patches at knees and elbows, and their rings were silver rather than gold or orichalcum.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tomasin de Regario,&amp;quot; they said, as if it should mean something. &amp;quot;Merchant-prince of Moss Mills Guild of Printers and Publications. From Moss Mill. Across the river.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The guide choked slightly on their bean wrap when Tomasin claimed to be a &amp;quot;merchant prince&amp;quot;, Gelberg noticed. They seemed torn between amusement and outrage. But Tomasin themselves simply stood with their hand out, cheerfully radiating the kind of easy charisma that immediately put Gelberg&#039;s back up.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A pleasure?&amp;quot; said the professor, taking a firm grip on the youth&#039;s outstretched hand and shaking it twice. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carina said you would be here this morning, and I should come an&#039; introduce myself.&amp;quot; Tomasin de Regario didn&#039;t seem to mind that Gelberg&#039;s hand was absolutely covered in bean juice; they just wiped it on their trouser leg, and it was clearly not the worst thing that had been wiped on that threadbare material. &amp;quot;I was coming over here anyway to check in on my colleagues at the Printers&#039; Guild&amp;quot; - another cough from the guide - &amp;quot;so it wasn&#039;t taking me out of my way don&#039;t worry. I understand you&#039;re looking to invest in the printing arts here in Tassato?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That was &#039;&#039;not&#039;&#039; why he was here of course. Quite the contrary, actually. With a sinking feeling, Gelberg realised that the neutral noises he had made yesterday had been taken by his favourite pupil as encouragement. She had been enthusiastic about her encounter with what could at best be described as a &amp;quot;charity case&amp;quot;. He glanced at his guide, couldn&#039;t quite hide an amused smirk. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Better a dozen voices all arguing about what the truth is, than one voice dictating what it should be,&amp;quot; said the guide resignedly. Gelberg assumed they were quoting someone again; before he could ask who it was the self-styled &amp;quot;merchant prince&amp;quot; was regaling him with the &amp;quot;incredible opportunity&amp;quot; investment in the publishers of the &#039;&#039;Stories of the Vigilance&#039;&#039; presented for the Commonwealth and it was all he could do to keep up with the rush of words.&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=Metal movable type.jpg|caption=Movable type has revolutionised printing in the Empire.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Last season, the [[The_League_groups#Printers&#039;_Guild|Printers&#039; Guild]] secured the position of [[Patron_of_the_Beurteilung|patrons of the Beurteilung]]. They used the opportunity to ask &#039;&#039;&amp;quot;the Commonwealth appraisers, led by Professor Immanuel Gelberg, to find ways to expand the printing empire of the Printers&#039; Guild, to address all those with a soul, across all corners of the Empire, and beyond&amp;quot;&#039;&#039;. The [[Commonwealth]] publishes the words of philosophers such as &#039;&#039;Leonitz Altmann&#039;&#039;, to educate, and to inform the people of the nation. Many of these books find their way to scholars outside their borders, spreading a vision of the Commonwealth as a land of freedom and opportunity to neighbouring nations. &lt;br /&gt;
&lt;br /&gt;
Professor Gelberg is interested to see the facilities the Empire has and how they compare to those of his home. He is especially intrigued by the widespread use of movable type in [[Tassato]] - it seems that for all their expertise in distribution, the Commonwealth is still using [https://en.wikipedia.org/wiki/Woodcut woodcut] printing for almost all their publishing. There is excited talk of Printers&#039; Guild expertise being brought to Volkavaar at some point and of the opportunities it would open up there. But that is beyond the remit of the Beurteilung and must remain in the future for now.&lt;br /&gt;
==The Printers&#039; Guild==&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Printers&#039; Guild Grand Guildhouse&#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; [[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; [[Tassato#Tassato_Mestra|Tassato Mestra, Tassato]]&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 wains of [[white granite]], 90 crowns, 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; &lt;br /&gt;
* The income of the Curator of the Printers&#039; Guild Museum would become 20 crowns per season&lt;br /&gt;
* The income of the Custodian of the Printers&#039; Guild Mausoleum would become 2 thrones per season&lt;br /&gt;
* Allows a key member of the Printers&#039; Guild to spread a single publication across the Empire each season at a cost of 1 throne&lt;br /&gt;
* Allows a merchant-prince of the Printers&#039; Guild to create a single address to the Empire in the period following its completion&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;An edifice built in Tassato Mestra would cement the Printers&#039; Guild as a lynchpin in the Empire&#039;s publication industry&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The commission would provide additional benefits to the Printers&#039; Guild Museum and Mausoleum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The offices would allow the Guild to add a single publication to the wiki each season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The grandeur would allow the Guild to issue a single address to the entire Empire&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Fabio1201.jpg|align=right|caption=Fabio Costas de Sarvos, Curator of the Printers&#039; Guild Museum|width=275}}&lt;br /&gt;
The Printers&#039; Guild have offices throughout the League, but it is in [[Tassato#Tassato Mestra|Tassato Mestra]] that their presence is concentrated. Professor Gelberg and his assistants are impressed with the facilities, but obviously they could be significantly improved and enhanced with a little Commonwealth expertise. There are ways to improve the logistics and procedures; to cheaply increase the effectiveness of ink and type and of woodcut illustrations. Within a month, Gelberg presents a straightforward set of procedures that also involve buying up additional warehouse space and securing ownership of the rest of the street on which the guild stands.&lt;br /&gt;
&lt;br /&gt;
Once complete, the [[Edifice#Grandeur|granduer]] of the Grand Guildhouse will provide a significant boost to the public prestige of the Printers&#039; Guild (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Several paragraphs describing the Guildhouse will be added to the Tassato page, based on description submitted by whoever commissions the edifice).&lt;br /&gt;
&lt;br /&gt;
The new facilities would have more room to house the exhibits on display in the [[Curator of the Printers&#039; Guild Museum|Printers&#039; Guild Museum]] and the grandeur of the new offices would encourage visitors to Tassato to tour the Museum. The current benefits, the donation of 4 crowns per season and the mana crystals collected by the Museum would be completely replaced by the handsome income generated by the museum from ticket sales - the holder of the sinecure would receive 20 crowns per season in place of these benefits.&lt;br /&gt;
&lt;br /&gt;
The new edifice would also elevate the significance of the [[Custodian_of_the_Printers&#039;_Guild_Mausoleum#Printers&#039;_Guild_Mausoleum|Printers&#039; Guild Mausoleum]]. This cenotaph extols the virtue of the printed word and enshrines the legacy of those who have dedicated their lives to spreading it. The plan to expand the premises would take advantage of this by charging visitors a small fee to take a tour of the Mausoleum, with guides employed to highlight and explain key features of the bas-relief. The current benefits, the mana crystals collected by the Mausoleum would be completely replaced - the holder of the sinecure would receive 2 thrones per season in place of the current benefits.&lt;br /&gt;
&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: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Release Publication&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Authorisation:&#039;&#039;&#039; Email from the group contact of the Printers&#039; Guild&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; 1 throne&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; Adds a copy of the supplied publication to the wiki&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;
Room is always at a premium in a printing house, and the Printers&#039; Guild is no exception. If the edifice were built, the expanded offices would give the Guild enough room to retain copies of their publications along with a small reading room where visitors might peruse the texts. It could take some time for old (or new) publications to be added to the archive, but they would form a lasting library of knowledge for the good of the Empire. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; - the group contact for the Printers&#039; Guild could email {{plot}} once per season, with a simple pdf containing a single piece of writing from the Empire setting, which would be added to the wiki in the same vein as used for the [[Seer_of_the_Gateway#Publication_2|Seer of the Gateway]] at a cost of one throne).&lt;br /&gt;
&lt;br /&gt;
Furthermore, the prestige conferred on the Guild by the grandiose commission would generate fleeting interest in their publications across the Empire. In the season following completion of the offices, there would be renewed interest in the publications of the Printers&#039; Guild. The often controversial broadsheets and pamphlets published by the Guild, would be sought out by Imperial citizens across the Empire. This allows one of the merchant princes of the guild - perhaps &#039;&#039;&#039;Jonah Yakovitch&#039;&#039;&#039; or &#039;&#039;&#039;Carmine de Sarvos&#039;&#039;&#039; - an opportunity to spread their editorials far and wide. (&#039;&#039;&#039;OOC Note&#039;&#039;&#039; - A merchant-prince of the guild will have an opportunity to create an address to the Empire, following the same guidelines as an [[The Throne#Address the Empire|Imperial address]]. The text of the address must be submitted by e-mailing {{plot}} before the end of the downtime following the event where the edifice is completed. The letter will form part of the Winds of Fortune update that appear on the wiki for the next event. This ability can only be uses &#039;&#039;once&#039;&#039; ever.)&lt;br /&gt;
&lt;br /&gt;
===The Farthest Shore===&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Printers&#039; Guild Bibliopole&#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; [[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; Betovering and Leerdam&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; 8 wains of [[white granite]], 24 crowns, 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; Copies of Printers Guild publications stored in Tassato would be made accessible across the world&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;Opening offices for bibliopoles in Betovering and Leerdam would make Printers&#039; Guild publications accessible across the world&lt;br /&gt;
&lt;br /&gt;
The prestige of the Printers&#039; Guild in the Empire is only half the task, however, and the rest of Professor Gelberg&#039;s time is spent exploring ways to spread the words printed beyond the borders of the Empire. As the Commonwealth knows well, &amp;quot;exporting words&amp;quot; runs into two main problems. The first is the language barrier, and the second is the interest barrier. While the Empire speaks a unified language, shared with the foreign powers local to it, each other great nation of the Known World speaks its own language or in some cases languages. Translation is an art rather than a science, and greatly increases the effort needed to make written words accessible - especially when one takes into account that a Known world-wide audience needs dozens of translators potentially.&lt;br /&gt;
&lt;br /&gt;
Then there is the interest barrier; ,most people are broadly disinterested in things happening in the Empire that don&#039;t concern them directly. Those nations with an interest in Imperial activities already have their own means to keep abreast of situations - that&#039;s what [[Ambassador|ambassadors]] are for after all. The main audience for books and papers written in foreign nations are magicians, engineers, and natural philosophers who can benefit from studying the techniques used by their foreign peers. With the best will in the world, however, this represents only a tiny fraction of the people in the world. And many of them, says Professor Gelberg grumpily, haven&#039;t got the budgets to spend on lots and lots of foreign books.&lt;br /&gt;
&lt;br /&gt;
Still, a little interest is better than no interest. For a modest investment of 8 wains of white granite and 24 crowns, the Printers&#039; Guild could open small shops in Leerdam and Betovering and employ a bibliopole in each city to translate and sell copies of any publications stored in the main offices in Tassato. These investments wouldn&#039;t yield much in the way of returns - but sales of rare translations to interested parties would produce be sufficient to cover the running costs. These translations are never going to move the masses in foreign nations, but it would mean that foreign scholars and specialists across the world, could have access to any of the information published in Tassato if they took an interest in Imperial affairs.&lt;br /&gt;
&lt;br /&gt;
==The Publishing Clearing House==&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Publishing Clearing House&#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;[[Great Work]]&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; Tassato Mestra, Tassato&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 wains of white granite, 150 crowns, 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;&lt;br /&gt;
* Provides a level of investment in businesses in Tassato increasing their income by 36 rings&lt;br /&gt;
* Increases the income of the [[Printmaster of Cevia]] to two thrones&lt;br /&gt;
* Cements Tassato as the centre of printing across the Empire and nearby nations&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;Establishing the Clearing House in Tassato would boost sales and profits for every publishing house in the city&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This great work would boost income for all businesses in the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would enhance the prestige and profits of the Printmaster of Cevia&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would enshrine Tassato&#039;s position as the centre of the Imperial publishing world&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having considered ways to promote the standing of the Printers&#039; Guild, Gelberg and his team, have devoted the remaining time to looking at ways to boost the interests of printing houses in Tassato more generally. The professor states that doing so meets the terms of Die Beurteilung since it will advance the cause of the Printers&#039; Guild along with everyone else. In truth it seems that the professor&#039;s implacable commitment to the Common Good means he is more comfortable working on problems whose solution might benefit society more widely.&lt;br /&gt;
&lt;br /&gt;
Gelberg proposes the establishment of a clearing house in Tassato Mestra that would serve all of the cities&#039; printing guilds. The clearing house would specialise in distributing books, pamphlets, and broadsheets mostly in Imperial but also small runs of documents in foreign languages that might sell abroad. A warehouse suitable for storing large amounts of reading matter would be established along the river, with piers so that boats can quickly and securely load and unload bundles of paper and the like for wider distribution. A small staff of professionals would be hired to help run the clearing house, specialising in identifying opportunities for sales or dealing with visiting merchants. The Clearing House would boost profits of printers across Tassato, allowing them to concentrate on printing while the Clearing House handled sales for them, or provided expert assistance. Given the scale and excellence of Imperial printing this would represent, it would also attract interest from smaller nations with less established printing industries who could come to Tassato looking for help to commission print runs of their own texts.&lt;br /&gt;
&lt;br /&gt;
The Publishing Clearing House would provide a burst of additional prosperity for Tassato. Between the demand for Tassatan printing, and the printed materials themselves, traders from all over the Empire would visit the city. It would also be of interest to travellers from [[Faraden]] and [[Axos]], and potentially from [[Otkodov]] and [[Skoura]]. The investment would be a significant boost to every printing houses in Tassato, but the knock-on effects would mean more money in the local economy, providing 36 rings a season to every [[business]] in the territory. &lt;br /&gt;
&lt;br /&gt;
The project would also enhance the prestiege andimportance of the [[Printmaster of Cevia]], who oversees the [[Printmaster_of_Cevia#The_Oathwright_Press|Oathwright Press]] (the only Imperial newspaper endorsed by an [[eternals|eternal]]). The Printmaster&#039;s [[Printmaster_of_Cevia#Printing_Profits|printing profits]] would be increased to two thrones each season, representing their improved access to Imperial markets.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly of all, the Clearing House would cement Tassato&#039;s position as the centre of printing technologies in the Empire, helping them to improve their production quality and otherwise bringing prestige to the guilds that focus around the written word. This would include creating an update to the [[Technology#Printing_Press|printing press]] section of the wiki, as it fosters widespread acceptance of movable type and positions Tassato as the world-leader when it comes to modern printing techniques.&lt;br /&gt;
&lt;br /&gt;
==A Printer&#039;s Shrine==&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Investment in Moor&#039;s Mill&#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; 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; Tassato Regario, Tassato&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; 5 wains of white granite, 5 wains of mithril, 30 crowns, 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;&lt;br /&gt;
* Creates an edifice in Tassato Regario. &lt;br /&gt;
* Increases the prestige of the Moor&#039;s Mill Printers and Publications guild.&lt;br /&gt;
* Encourages interest in &amp;quot;ringblack novels&amp;quot; - cheap, lurid tales of audacity and derring-do.&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 subsidiary proposal has been made via one of Professor Gelberg&#039;s students&lt;br /&gt;
* &#039;&#039;&#039;Investment in the &#039;&#039;Moor&#039;s Mill Guild of Printers and Publications&#039;&#039; would increase interest in ringblack novels&lt;br /&gt;
* &#039;&#039;&#039;It could provide future opportunities to inspire vigilance in Imperial citizens&lt;br /&gt;
While visiting Tassato Mestra &#039;&#039;Carina Schiver&#039;&#039;, one of Professor Gelberg&#039;s students, was approached by a group of young people associated with the small printing guild of &#039;&#039;Moor&#039;s Mill&#039;&#039; in Tassato Regario. The printworks has seen better days. Controversy caused the once prosperous guild to disband some twenty years ago following backlash against the publication of &#039;&#039;Necessary Actions&#039;&#039;, the memoirs of the polarizing exemplar [[Berechiah]]. The abandoned building was taken over by a small group of youths who repaired the press, and began their own small business. In addition to offering cut-price printing to the poorer folk of Tassato Regario, they are perhaps [[Knocking_on_every_door#The_Printers&#039;_Shrine|best known]] for printing a sporadic periodical called &amp;quot;Stories of the Vigilant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This cheap broadsheet contains variously fictionalised accounts of plucky Imperial citizens taking on and helping to defeat cults of [[Agramant]], [[vyig]] schemes, wicked [[Whisper Gallery]] inspired plots, embezzlers, and corrupt politicians. They&#039;re quite popular in some quarters, apparently, especially among the [[mountebank|mountebanks]] and [[bravo|bravos]]. Improving the prestige of the Moor&#039;s Mill guild would give them more opportunity to commission and publish ringblack novels - a form of entertainment popular in Tassato - and increase interest in other parts of the Empire (the rest of the League, Highguard, and the Brass Coast in particular). This would help establish a new literary movement in the Empire. &lt;br /&gt;
{{CaptionedImage|file=ChildPrimer6.jpg|width=200|align=right|caption=From &#039;&#039;A Children&#039;s Primer of the Way&#039;&#039;}}&lt;br /&gt;
There was a brief hope that the press might see an injection of funds when the [[Vigilance]] assembly was looking for a suitable [[Inspirational location|inspirational tomb]] for [[Berechiah]] but that amounted to nothing. The ambitious guild saw an opportunity to advance their operations when the Commonwealth academics came to town and managed to finagle a meeting with them via Carina. Immanuel Gelberg was polite but saw little benefit in getting their hopes up - but Carina Schiver disagreed and pressured the professor to include her own notes as part of &#039;&#039;die Beurteilung&#039;&#039;. After all, she says, the Printers&#039; Guild are no strangers to controversy themselves. Truth be told Carina is clearly a little enamoured of the romance represented by the &amp;quot;plucky underdogs&amp;quot;.&lt;br /&gt;
{{WingedMessenger|address=&#039;&#039;Tomasin de Regario&#039;&#039; is the notional &amp;quot;merchant prince&amp;quot; of the Moor&#039;s Mill Guild of Printers and Publications, and if anyone were so inclined they might send a [[Call Winged Messenger|winged messenger]] to them at &#039;&#039;The Moor&#039;s Mill Clubhouse, Tassato Regario, Tassato&#039;&#039;. There&#039;s no guarantee the relatively poor guild will be able to stump up the money to buy mana crystals for a winged messenger of their own, but they&#039;re not without resources so might find &#039;&#039;some&#039;&#039; way to reply.}}&lt;br /&gt;
Investing in the &#039;&#039;Moor&#039;s Mill Guild of Printers and Publications&#039;&#039; represents an [[edifice]] built in Tassato Regario. At the most basic level it involves renovating the premises and modernising the presses, as well as giving a much-needed &amp;quot;makeover&amp;quot; to the members of the guild themselves. The Guild themselves have neither wealth nor political power to contribute to this project; they are very much looking for wealthy philanthropists to offer them a little no-strings patronage. This investment would be significantly less impactful than the proposals that would have seen the place become a centre for the distribution of Vigilant tracts. It would merely foster interest in the ringblack novels that the small guild specialises in. These somewhat lurid stories of Imperial citizens - usually of the League - doing vigilant and audacious things are viewed as a particularly cheap form of entertainment unsuitable for more refined palates. (&#039;&#039;&#039;OOC Note&#039;&#039;&#039; - as an edifice this would also add a few lines of description on the Tassato page, as befits an edifice of limited [[Edifice#Grandeur|grandeur]]).&lt;br /&gt;
&lt;br /&gt;
That said the place still resonates with the elements of Berechiah&#039;s life that are about direct action - about investigating and uncovering threats and confronting them personally, about taking responsibility for keeping your home safe, about exposing threats publicly - and about commemorating the people who do such things. If the Vigilance assembly were to [[Writ_of_consecration|choose to consecrate]] it with [[liao#true liao|true liao]], it would likely have some impact on the vigilance of the League. This would be especially true of those bravos and mountebanks who look to Berechiah - or at least his notions of vigilance - for inspiration.&lt;br /&gt;
===A Printer&#039;s Friend===&lt;br /&gt;
* &#039;&#039;&#039;The Chair of the Wolf could commission any of these projects as part of their responsibilities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so identifies them as benefitting the prosperity of the League and attracts additional interest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The current Chair of the Wolf is Lucrezia Corvinascura but the title is due to be reappointed during the Winter Solstice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Chair of the Wolf]] is a title established in [[Holberg]] with the support of the College of Engineering at the university there. While they&#039;re free to commission projects as they wish, the College [[Chair of the Wolf#Responsibilities|expects the Chair]] to spend at least some time ensuring that the cities of the League remain the greatest in the world. Once Professor Gelberg&#039;s proposals are delivered, they present additional opportunities for the Chair. The Printers&#039; Guild opportunities in Tassato have potential to inspire ambition and pride in the people not only of Tassato but the League as a whole. Their support also comes at least a little from the fact that textbooks are &#039;&#039;expensive&#039;&#039;, and better and more accessible printing helps professors and students alike.&lt;br /&gt;
&lt;br /&gt;
If the [[Chair of the Wolf]] commissions any of these three commissions, there will be additional benefits.&lt;br /&gt;
&lt;br /&gt;
{{WingedMessenger|address=&#039;&#039;Niccolo dos Tassato, Tassato School of Epistemology&#039;&#039; is a bishop who teaches and preaches at the school. They are much too busy with the work of the school to have time for letters under normal circumstances, but on this singular occasion, they would accept a [[Call Winged Messenger|winged messenger]] from a member of the Printers&#039; Guild in good standing.}}&lt;br /&gt;
* &#039;&#039;&#039;Printers&#039; Guild Grand Guildhouse&#039;&#039;&#039;: Support from the Chair of the Wolf would position the expansion of the Printers&#039; Guildhouse as a virtuous reward for ambition, and a source of pride for the whole city. It would improve the perceived grandeur of the Museum and Mausoleum, ensuring they became places of note in Tassato and attract historians, scholars and academics to the grand opening of the new offices. If that happens, then &#039;&#039;Niccolo dos Tassato&#039;&#039;, an esteemed member of the [[Tassato#The_School_of_Epistemology|Tassato School of Epistemology]] has offered to use the school&#039;s facilities to house visiting scholars, supporting the opening with guest lectures and an exchange of knowledge. If that happens the Guild could request that the bishop take advantage of the occasion to produce a &#039;&#039;single&#039;&#039; piece of historical research on a notable incident or individual, by sending them a winged messenger from a member of the Guild in good standing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Publishers Clearing House&#039;&#039;&#039;: commissioned by the Chair, the project would capture the imagination of the guilds of the League. If that happens, [[Reclaimers#The_Park|renowned architect]] &#039;&#039;Katarzyna Von Carstein&#039;&#039;, would volunteer her services to design the Clearing House. She has in mind a bold design employing the latest architectural techniques to create a great vaulted glass ceiling, one to rival the Ambition [[Golden_light#The_Atrium_of_Golden_Light|of Capodomus Cathedral]], a stark illustration of the ability to allow great literature to illuminate any situation. News of the grandeur and beauty of the building would inspire printers and publishers all over the world, calling them to Tassato to share their learning and study the latest techniques. It would permanently elevate the position of Tassato, not simply as the centre of printing and publishing in the Empire, but in the whole world. No other city or would be able to rival Tassato&#039;s mastery of this new technology while the Clearing House still stood.&lt;br /&gt;
&lt;br /&gt;
{{WingedMessenger|address=&#039;&#039;Esmeralda di Rodez, Moor&#039;s Mill Publishing, Tassato&#039;&#039; is a cicisbeo with a dubious past. As a hard working member of her Guild she has few interests beyond restoring the prestige of Moor&#039;s Mill Publishing.}}&lt;br /&gt;
* &#039;&#039;&#039;Moor&#039;s Mill Publishing Investment&#039;&#039;&#039;: Investment in the plucky underdog guild would catch the imagination of the more romantic members of the League if it were commissioned by the Chair of the Wolf. If that happens, then Esmeralda di Rodez, a cicisbeo with a troubling past, will donate a relic of [[Berechiah]] to whichever title is appointed to run [[Repair_Berechiah%27s_Basilica|Berechiah&#039;s Basilica in Bastion]] once both commissions are complete. Esmeralda claims the relic was recovered from the vyig, when those criminals were driven out of the League. The lady has always denied the rumours that she herself was often to be seen in the company of said criminals, before their fall from grace. Whatever the truth of the matter, she is acknowledged as a member of the Moor&#039;s Mill Publishing Guild &#039;&#039;now&#039;&#039;, and the offer appears completely genuine. She asks only that someone send her a winged messenger once the work on both commissions is fully complete, so that she can arrange delivery of the relic.&lt;br /&gt;
&lt;br /&gt;
Obviously the Chair of the Wolf can only oversee one commission each season and likely has their own projects they wish to pursue. As long as the situation does not change, however, the opportunities remain available until the situation in Tassato changes significantly.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Patron of the Beurteilung]]&lt;br /&gt;
&lt;br /&gt;
* [[Threats that are to come]] - 387YE Autumn wind of fortune discussing the Beurteilung&lt;br /&gt;
* [[Beat_of_your_drum#Die_Beurteilung|Beat of your drum]] - 387YE Summer wind of fortune discussing the Beurteilung&lt;br /&gt;
* [[Germinating_a_city#Die_Beurteilung|Germinating a city]] - 387YE Spring wind of fortune discussing the Beurteilung&lt;br /&gt;
* [[According_to_principle#die_Beurteilung|According to principle]] - 386YE Winter wind of fortune introducing the Beurteilung&lt;br /&gt;
&lt;br /&gt;
* [[The_League_groups#Printers_Guild|Printers&#039; Guild]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Current_crewing_opportunities&amp;diff=134749</id>
		<title>Current crewing opportunities</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Current_crewing_opportunities&amp;diff=134749"/>
		<updated>2026-03-02T12:00:47Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Crewing can be an amazing experience - but it&#039;s not for everyone - and in particular, we have to make sure we have the right people who can work together and gel as a team. We&#039;re always keen to talk to anyone who is interested in crewing so that they can find out if it&#039;s something they want to do and we can see if there is a place for them on the team. So if you&#039;re interested in one of the roles below, do get in touch with our game director [mailto:crew@profounddecisions.co.uk Clare Evans] - we&#039;ll give you a quick interview and see if we can offer you a place on the team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All our crewing roles are for volunteers - but you won&#039;t need a ticket, we&#039;ll feed you throughout the event, and there is a big crew party on the last day for everyone who is helping take the event down&#039;&#039;&#039;. Ultimately the real benefit of crewing is that you&#039;ll be part of an amazing team of people and can take pride in your role in creating the Empire events that players love. You&#039;ll be part of the biggest LRP event crew in the country (there are over 400 of us!), working with incredibly talented people, and hopefully having an amazing time.&lt;br /&gt;
&lt;br /&gt;
The crew roles described below are specific areas that we are actively looking to fill at this time, so if they sound interesting then it&#039;s definitely worth [mailto:crew@profounddecisions.co.uk contacting us] to discuss it. If you&#039;re interested in helping with something that isn&#039;t listed below then it may still be worth getting in touch, but bear in mind that we may already have enough people helping out in that area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==NPC==&lt;br /&gt;
The NPCs are there to bring the Empire setting to life and try to make each event as dramatic and engaging as possible. To do that - we need good NPCs that are capable of playing a multitude of different parts throughout a weekend. This isn’t ‘easier’ than playing - it&#039;s much harder! We need you to have a solid grasp of &#039;&#039;all&#039;&#039; the nations of the Empire, and you’ll be working with detailed briefs that may involve magic, finance, diplomacy and foreign nations. It really helps to be an experienced roleplayer and is vital that you&#039;re familiar with the setting.&lt;br /&gt;
&lt;br /&gt;
You only need to be on site shortly before the event starts, and while we ask that you help with the takedown of the monster tent before leaving, this usually only takes an hour or so after time out, so being an NPC is a great role for anyone who wants to be right in the heart of the game but cannot get to the event early or stay late.&lt;br /&gt;
&lt;br /&gt;
All our plot crew are very busy throughout every event. This means that it is impossible to play an event and be a member of the plot crew. You will get a chance to take a few hours off each event to get out and socialise in-character if you want to, but you can&#039;t be an NPC and play the game. We also operate a permanent crew system, so while you&#039;re welcome to resume playing in the future if you want to, you can&#039;t switch back and forth being playing and NPCing from one event to the next.&lt;br /&gt;
{{CaptionedImage|file=Plotredhat.jpg|caption=Plot Tent Set-up|align=right|width=300}}&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
&#039;&#039;&#039;As an NPC, plenty of it, but as a player, you might only get a couple of hours over the whole weekend, if there’s time. We do try and allow for people to go and socialise, but your main focus should be on your NPC roles.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Be available from Friday afternoon – pre-event briefing is at 4pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be available for an hour after time out for take down and packing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Have a solid knowledge of the Imperial Nations, and preferably the magic and economy systems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be up for cycling through a variety of roles over the weekend, on your own and as part of groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Referees==&lt;br /&gt;
We are recruiting for our referee team. The Empire referees are one of the most visible and essential parts of the game, covering everything from battle field safety to bonding items, via rituals, poisonings and all sorts of shenanigans on the way.&lt;br /&gt;
&lt;br /&gt;
Very roughly there are two types of referee role, you can both both, mostly one and dabble in the other or just one! The Field covers Anvil and Skirmish covers battles, skirmishes, encounters and most combat.&lt;br /&gt;
&lt;br /&gt;
All referees are armed with a PD supplied tablet to look up rules for clarification and log player actions. You will also have a radio and ear-piece so you can communicate with the rest of the team. Back up and support is always on hand.&lt;br /&gt;
&lt;br /&gt;
No one is ever thrown in without training and support, for your first event you will be teamed up with another member of the team who help you learn and make sure you&#039;re confident and secure in the role.&lt;br /&gt;
&lt;br /&gt;
On the Field you will be responding to player needs. This could be based in the Regio or the Ref Access Tent in the Dawn/Wintermark field or roving free range around Anvil as needed. The referees on the field are answering player queries, processing bindings, rituals and things that need data base queries. The tablet walks you through the process, you just need to enter the correct numbers! You get an opportunity to see all sides of the players games and know all the exciting and sneaky things going on!&lt;br /&gt;
&lt;br /&gt;
On Skirmish you will become an expert in managing combat safety and applying the combat rules. This is a physical job, you will need to travel between God, Monster, the skirmish woods and field on a regular basis covering all the terrain in between and keeping up with player movements. &lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;•	You will be unlikely to play a character but opportunities to take on small roles in other departments can be arranged, e.g. plot writing, monstering, field NPCing with the Civil Service.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;You will be one of the main faces of the game and a lot of the work is customer service based. Being polite, approachable and knowing when to escalate is essential.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;We would love you to have either experience as an Empire player OR experience of reffing other systems.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;We would need you to learn the core Empire rules around commonly used items and actions before your first event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be comfortable wearing a radio and earpiece at all times and using a tablet to record entries in a database&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Being a referee can involve walking long distances as you cover the space of Anvil and will often be moving between player camps and God. There are places for referees with more static roles in the team with the Regio, Ref Access Tent and God bases.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be on-site on Friday at 3 pm until the end of the event at 3 pm on Sunday afternoon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skirmish Team==&lt;br /&gt;
We need more people to join our [[Plot_crew#Skirmish|skirmish team - The Hundred]] - to bolster our numbers and help in delivering combat encounters at events. The Skirmish Team runs in two main groups to deliver large military engagements and smaller plot-heavy encounters for players. As the game has grown the need for more orcs, heralds, undead, and unusual monsters has increased. To continue improving on our current encounters we need a larger team to muster for skirmishes and deliver combat encounters so more players can participate and have fun fighting for the Empire!&lt;br /&gt;
&lt;br /&gt;
The majority of the time we play barbarian orcs from the tribes that surround the Empire, but also portray magical heralds, fearsome creatures, shambling undead, the monstrous vallorn, and unassuming human citizens with nothing to hide... It can be an exhausting experience but as a team we look after each other and make sure we don’t push ourselves too far. We stop work each evening by 10 pm, then run through a briefing for the battle the next day. After this is done there is time to rest and relax with the rest of the team, head in character to enjoy Anvil, or take on a volunteer role in late-night low-combat encounters. With a larger team, we will be able to support larger military encounters and additional slots for our Plot Team to deliver a whole host of plots in the skirmish areas, encounter tents and in Anvil itself.&lt;br /&gt;
&lt;br /&gt;
Ideally, we are looking for people who already have experience playing or crewing LRP, both at large fests and smaller events. Experience of Empire LRP is not essential but will help make it easier to understand the encounters you are part of, and what we are trying to achieve. Being a competent fighter is useful, as is being able to lead others, but these are not essential; being able to roleplay is however an essential thing we need!&lt;br /&gt;
&lt;br /&gt;
The extra cool bits: &amp;quot;You get to play the varied threats faced by the players; access to the Empire arsenal of weapons and armour for monstering with; support from the rest of the team on creating cool orc costumes and kit; training in how to safely fight and engage the players of the game in combat!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;You will be involved in encounters during most of your event, but will have plenty of breaks for rest and food. There is a chance to play your own character after battle brief is done each evening.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;This role involves considerable physical exertion, involvement in LRP combat, and frequent running&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This role includes frequent changes of kit, armour, and makeup&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This role requires wearing latex masks for extended periods of time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You need to understand and follow the Empire LRP rules, especially those relating to combat and conduct&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You will work with team leaders our Battle Team, Referee Team and Plot Writers to deliver exceptional encounters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You will assist with set-up and take-down of team kit and the battlefield areas before and after the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Where possible you should commit to crewing for an extended period of time (four events); it is not possible to alternate between playing and crewing as part of the Skirmish Team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Plot Writer==&lt;br /&gt;
&lt;br /&gt;
Plot writers are the people who work behind the scenes to come up with ideas and encounters, that will then be brought to life in by the NPC and Skirmish team in the live field and through the wiki. You will discuss plot ideas with Matt and Andy and coordinate with the plot production teams, NPCs, Skirmish and egregores to make your plots happen. You’ll have access to Profound Decision’s infrastructure for running out&lt;br /&gt;
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Unlike other crew roles, being a plot writer involves a potentially significant amount of time and effort in between events. This will involve meetings to get your plot ideas refined and approved, discussion with other teams on Discord and then writeups of your plot on the Empire database so they can be run out. Due to the size of Empire and the need to organise with other teams, there is some bureaucracy involved, and running complicated plots can involve a level of project management with other teams. Empire does not use plot actuators/facilitators – it is expected that plot writers ensure everything is in place for their own plots, either doing things themselves or asking other teams to do so.&lt;br /&gt;
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All our plot crew are very busy throughout every event. This means that it is impossible to play an event and be a member of the plot crew. You will get a chance to take a few hours off each event to get out and socialise in-character if you want to, but you can&#039;t be a plot writer and play the game. We also operate a permanent crew system, so while you&#039;re welcome to resume playing in the future if you want to, you can&#039;t switch back and forth being playing and NPCing from one event to the next. Depending on how much plot you write and how much time you spend running your plot out at the event, you may be able to spend your time in another crew role, like NPC, a Plot Production role or Referee. You may also be asked to help out with other plot writers to run out their own plot.&lt;br /&gt;
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Due to the responsibility involved, if you are interested you will need to fill out a short questionnaire. We are currently looking at adding 2 positions to the team, and will choose from among applicants who submit. Prior larp writing experience isn’t necessary, but applicants would ideally have some experience in project or creative management and/or a good understanding of the Empire setting. Each application will be reviewed on its own merits to ensure we have a broad range of styles in the team.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
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&#039;&#039;&#039;You will potentially see the encounters you run out and may see things as an NPC, but as a player, you might only get a couple of hours over the whole weekend, if there’s time. We do try and allow for people to go and socialise, but your main focus should be on running out encounters backstage.&#039;&#039;&#039;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
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*&#039;&#039;&#039;Be able to commit to meetings and writing related to your plot in before events&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available from Friday afternoon at the event – pre-event briefing is at 4pm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available for an hour after time out for take down and packing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Have one or more of: previous larp writing experience, project or creative management experience, good knowledge of the Empire setting&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available to ensure your own plots run smoothly at the event and help with other plots if needed&#039;&#039;&#039;&lt;br /&gt;
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==Synod Civil Service (Tribune)==&lt;br /&gt;
The Civil Servants who support the Synod game are called the Tribune of the Synod, and it&#039;s their job to answer questions, accept new Judgements, advise players, and take their votes. We pride ourselves on having in-character Civil Servants who are a living, breathing part of the game world, and having a strong sense of camaraderie.&lt;br /&gt;
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Primarily, you&#039;d be helping player characters achieve their goals and ambitions by taking away the complicated bits of bureaucracy, enabling drama, intrigue and other gameplay. Frequently, this involves helping outside of the Synod as well - advising players on where to go, what options they have available, or who they might want to talk to.&lt;br /&gt;
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Out of character experience with admin isn&#039;t necessary, but you&#039;d need to be comfortable with helping out with the paperwork for much of the event, checking to make sure players have filled out Judgements correctly and recording their votes accurately. You&#039;ll be working alongside other experienced Civil Servants who will happily share their expertise and guide you through this.&lt;br /&gt;
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You only need to be on site shortly before the event starts, but after that you&#039;ll be quite busy - Synod opens at time-in and apart from some small breaks, it closes at 10pm.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
&#039;&#039;&#039;You&#039;ll be in your Field NPC role for most, if not all of the event, directly interacting with player characters as an immersive, in-character functionary. Although that&#039;ll be your main focus, you&#039;ll also get breaks to rest and relax, and freedom to head off and roleplay once Synod closes for the evening - though you won&#039;t be playing the game like a player would.&#039;&#039;&#039;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
*&#039;&#039;&#039;Excellent customer service skills&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available from 6pm Friday to 10pm in the evening&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available from 10am Saturday to 10pm in the evening&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available from 10am Sunday to 3pm  in the afternoon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ideally have a good knowledge of the game world, such as the Imperial Nations (but you&#039;ll learn Synod-specific processes on the job)&#039;&#039;&#039;&lt;br /&gt;
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==Traffic Team==&lt;br /&gt;
The traffic team are responsible for directing traffic round site, showing them where to go, how to get there, and helping people find a suitable spot to pitch and camp as well as looking to ensure that people are driving responsibly. You&#039;ll work closely with the gate team who are the first members of crew to meet people when they arrive on site, but you&#039;ll also need to be available to help for a few hours Saturday or Sunday morning as we have increasing numbers of players arriving by car then.&lt;br /&gt;
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The work is long hours on your feet, and involves a lot of walking, but provided you&#039;re comfortable with that then you&#039;ll be fine. There are plenty of opportunities to socialise and chat with players when they are arriving - we want our traffic team to be friendly and approachable. &lt;br /&gt;
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You&#039;ll need to help for a few hours on Friday after the game has started at some events, but once everything is well underway then you&#039;ll be free to play for most of the event. You will be busy again at time-out - as we need lots of traffic team to handle the vehicles moving around site then.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
*  &#039;&#039;&#039;You should be able to play for most of the event, but you will miss a few hours on Friday evening and we will need you for a shift on either Saturday or Sunday morning&#039;&#039;&#039;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Be on-site on Thursday morning and until Sunday evening&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be prepared to walk long distances in all weathers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be prepared to time in a little late on Friday and finish playing a little early on Sunday when necessary to get the job done&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be polite when directing players around site&#039;&#039;&#039;&lt;br /&gt;
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==Crew Welfare Team Member ==&lt;br /&gt;
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We’re looking for someone to help out in crew welfare.&lt;br /&gt;
Your main role will be to help out in the mornings between 0800 and 1200.&lt;br /&gt;
Your main duties will be taking collection of the Morrisons delivery, putting that away and helping with any lunch prep that is needed.&lt;br /&gt;
You&#039;ll be asked to help out generally in crew welfare making sure the crew is fed and looked after. Expect some sweeping, mopping, wiping down of surfaces and occasional evicting of spiders/wasps. Help check stock expiry dates and setting out the hut in a manner that makes everything easy to find. Giving a tour where needed and pointing out where certain things are. This does require a little bit of heavy lifting, 6 x 2 litre bottles of pop or 24 packs of water. &lt;br /&gt;
You don&#039;t need any experience to join the crew welfare team, you just need to enjoy talking to people. The hut is a very small area and can get quite busy at times, so volunteers with small children will need to find an area away from the hut during their shift to keep them occupied due to health and safety concerns.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
As a member of crew welfare there will be plenty of opportunity to see the game. We are able to rotate with the rest of the crew members to play the game and plan around any particular in game events you want to attend.&lt;br /&gt;
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===Requirements===&lt;br /&gt;
Be available for your first shift Friday morning until Sunday morning, if you can be on-site Wednesday or Thursday, even better&lt;br /&gt;
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==Security==&lt;br /&gt;
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Live roleplaying events are generally relaxed and friendly environments, so we have a small security team whose job it is  to keep an eye on the site each night and assist event participants with any issues that may arise.  The team consists of volunteer marshals and a small number of  SIA-registered volunteers, and at present we are recruiting for both. The aim is to cover all our night shifts well and make it possible for each team member to have one night off.&lt;br /&gt;
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The team covers Thursday, Friday and Saturday nights from 01:00 to 08:00 in the morning, with the long-term goal to provide service in shifts around the clock. Depending on how much sleep you need, you can get quite a lot of roleplaying as a character in the game, as long as you fit it in around your shifts and save enough energy to do the job well. The team work closely with the medical, conduct and participant welfare teams, in order to make sure that everyone stays safe whilst enjoying the event. In bad weather conditions, they are also responsible for securing tent structures that are at risk, and dealing with other issues that may arise.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;Whilst getting enough sleep to cover your shifts is a priority, you may spend time between shifts playing a character and enjoying the event&amp;quot;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Be able to work 1am - 8.00am shifts, minimum of 2 shifts per event (we are on duty on Thurs, Fri and Sat nights)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be able to walk around the site in any weather&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be sober for your shift in order to be a fully responsible team member&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be able to do physical tasks such as assisting carrying a person&#039;&#039;&#039;&lt;br /&gt;
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{{Crewing Links}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
DONT DELETE THESE BLOCKS - JUST MOVE THEM IN OR OUT OF THE COMMENT AREA - MP.&lt;br /&gt;
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==Costume==&lt;br /&gt;
The Costume team works closely with the NPC team to ensure they are maintaining the consistency of kit briefs entering the player field. During events the costume team manage the setup and take down of wardrobe, keep the kit rails tidy, accessible &amp;amp; organised. They are also in charge of creating, acquiring and repairing kit, typically during the downtime between events. This would be an ideal role for someone who makes costume for Empire already and has experience playing the game.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
*&#039;&#039;&#039;Plot Production crew are very busy throughout every event. This means that it is impossible to play an event and be a member of the plot crew. You will still get a chance to take some time off and socialise with friends, most likely towards the end of each day once the last remaining plots are run out.&#039;&#039;&#039;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
*&#039;&#039;&#039;Be available from Thursday afternoon to help setup the costume department&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available for an hour after time out for take down and packing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Have a good understanding of the costume briefs for each nation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;We would prefer that you have experience of the Empire Game World&#039;&#039;&#039;&lt;br /&gt;
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==Makeup==&lt;br /&gt;
We&#039;re looking for more people to join our make-up team in the plot production department. The team are based in the monster tent and are essential for any roles that require make-up or prosthetics. These include orcs and characters with lineage, but they also include eternals and their heralds. The team plan complex make-up arrangements in advance of the event so that convincing effects can be created quickly in the field. They also help player volunteers don and remove make-up before and after the battles.&lt;br /&gt;
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The make-up team work before the events helping to plan and arrange new make-up and prosthetic purchase in preparation for upcoming plots, but most of the work takes place during time-in of the event.&lt;br /&gt;
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We need volunteers from an hour before time in on Friday up until an hour after Time out on Sunday. You&#039;ll be liaising with the rest of the make-up team to ensure we have appropriate cover during the event. While you may have some time on the field in character this role is not suitable for someone wishing to play the event. &lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;You will be unlikely to play a character other than the occasional NPC, but may enjoy the event facilities around the responsibilities of your volunteering role&#039;&#039;&#039;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Crew throughout the event rather than playing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bring enthusiasm and energy to producing good quality make-up and prosthetics to a tight time schedule&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be ready to fit into an existing team and learn from their experiences&#039;&#039;&#039;&lt;br /&gt;
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Crucially, you need to be confident that you will get more fun out of this backstage experience than your roleplaying experience is currently giving you. You will be joining the plot production department as a full-time member of the team so balancing both will &#039;&#039;&#039;not&#039;&#039;&#039; be possible.&lt;br /&gt;
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==Gate Crew==&lt;br /&gt;
The gate crew are responsible for welcoming players to the site, checking bookings, and taking payments for the gate bookings as well as the early arrivals on Thursday. You&#039;re the first member of PD that most players will encounter when they get to site, often after a long drive, so it&#039;s important to be cheerful and friendly. &lt;br /&gt;
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Being part of the gate crew means crewing from around noon on Thursday to Late Friday. Once your shift on Friday is complete you are then free to play the rest of the event.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;As gate crew you will be working for almost all of Thursday and Friday through to the evening. This will leave most the rest of the weekend to play a character.&#039;&#039;&#039;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Be on site by Thursday lunchtime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be personable and enjoy welcoming players to the site&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be confident handling money and have strong numeracy skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be prepared to work in all weathers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be prepared to time in late on Friday.&#039;&#039;&#039;&lt;br /&gt;
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==Props==&lt;br /&gt;
The Props department is responsible for organising and maintaining PD&#039;s props and assisting with prop requests from the running plots of each event. Our props are sorted into numbered &amp;amp; labelled storage crates which many of the plot &amp;amp; plot production crew members will access throughout each event. Once the plot is finished the props team will return everything back into its boxy home.&lt;br /&gt;
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Between events &amp;amp; occasionally during events specific prop requests will come in, and whilst it’s not the sole responsibility of the props department to facilitate these requests the role would suit someone with crafting skills.&lt;br /&gt;
There are also ongoing efforts to create a searchable photo database, with photos being taken at each event during any downtime.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
*&#039;&#039;&#039;Plot Production crew are very busy throughout every event. This means that it is impossible to play an event and be a member of the plot crew. You will still get a chance to take some time off and socialise with friends, most likely towards the end of each day once the last remaining plots are run out.&#039;&#039;&#039;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
*&#039;&#039;&#039;Be available from Thursday afternoon to help setup the props department&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available for an hour after time out for take down and packing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Comfortable with lifting &amp;amp; shifting some relatively heavy storage crates&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Have a good understanding of the visual briefs of each nation&#039;&#039;&#039;&lt;br /&gt;
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==Encounter Tents==&lt;br /&gt;
Our encounter tent specialists are technical and design wizards who work magic with sets to help us prepare and run the encounters that take place off Anvil in tents. If you’ve got skills rusting away because you studied theatre design but never worked in it, or you help build am-dram sets, or you love realising or improving other people’s visions this role might be for you.&lt;br /&gt;
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We&#039;re looking for two more people to join our encounter tent team in plot production. Our team are responsible for designing sets and building and running scenes in the encounter tents. They work closely with the plot team and there is a lot of crossover with the other teams in plot production. We need volunteers from an hour before time in on Friday up until an hour after time out on Sunday. &lt;br /&gt;
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This really is a role for someone who is looking to expand their volunteering in LRP because they love the hobby. You will be able to arrange for a few hours to relax if you want to (or take on a short NPC role or two), but you will be a member of the [[plot crew]] which means you&#039;ll be busy working throughout most of the event so you won’t be able to play a political character, and engage with the wider plot of the game.&lt;br /&gt;
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Being part of the plot production team for the encounter tents means that you&#039;ll have a chance to experience a part of LRP design that doesn’t happen in many places - the short immersive experience encounter set up, with props, costume and set dressing to support it. It&#039;s challenging work but you&#039;ll get to create some amazing experiences for players and see the reactions they create.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;You will be unlikely to play a character other than the occasional NPC, but may enjoy the event facilities around the responsibilities of your volunteering role&#039;&#039;&#039;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Crew throughout the event rather than playing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cope with some lifting and shifting of objects throughout the weekend&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bring enthusiasm and energy to creative encounter tent set design in a fairly high-stress environment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be ready to fit in to an existing team and learn from their experiences&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be willing to consider some skype planning calls between events, if you enjoy the experience and become a long term member of the team&#039;&#039;&#039;&lt;br /&gt;
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Crucially, you need to be confident that you will get more fun out of this backstage experience than your roleplaying experience is currently giving you. You will be joining the plot production department as a full-time member of the team so balancing both will &#039;&#039;&#039;not&#039;&#039;&#039; be possible.&lt;br /&gt;
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==Hygiene Team==&lt;br /&gt;
Even if you&#039;ve never met one of us, you have certainly benefited from the hard work of the hygiene team, aka the brown caps.&lt;br /&gt;
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As the game has grown so has the number of toilet facilities provided for the field and so we are looking for a few new people. Despite what you may think, this position does not require a cast-iron stomach and no sense of smell beyond what you&#039;d need to just use the toilets. All that we require are people to work as part of existing teams, to check the toilets around 6 times a day to make sure they are stocked on consumables and the bins are changed, with one clean out each day.&lt;br /&gt;
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If you are willing to take a plunger in hand to fix a clog that&#039;s a bonus, but certainly not required. This is a great role for someone who wants to provide a vital service but does not have the free time for early arrival or physicality required for standard red cap duties.&lt;br /&gt;
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And don&#039;t believe the line, we are anything but &amp;quot;Unsung heroes&amp;quot;.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;Although as site crew you are on-call for a lot of the event in case of emergency, you can also play a character and take a full part in the game around your shifts before and after the game&#039;&#039;&#039;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Working as a team to make sure enough restocking is done.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Either an earlier start or a later finish for first and last thing restock&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flexibility and being able to work suitable timings with your teammates for the above two points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Good timekeeping, missing a restock can have knock-on effects that cause problems for everyone&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Diligence, rushed cleaning means more work for other people after the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Being able to walk a long distance with a light load, your assigned block might require some walking to reach.&#039;&#039;&#039;&lt;br /&gt;
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If we get lots of enquiries we will give preference to people who are planning to attend all 3 remaining events this year as that helps us build a solid team.&lt;br /&gt;
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==Crew Welfare ( see new advert below) ==&lt;br /&gt;
The crew welfare team are responsible for making sure the crew are fed and looked after. This includes preparing food; cleaning the crew hut; organising the food and drink in the hut and tent; greeting and taking in the Morrison&#039;s order; checking with other departments to see if they need any supplies getting; and leaving the site to restock supplies. They work closely with participant welfare to make sure they have what they need and try to ensure that people remember to eat, hydrate and put on sunscreen. Then at the end of the event they clean everything down and pack it all away ready for the next one.&lt;br /&gt;
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The teamwork Thursday and Friday to set up the welfare areas so that they just need minor maintenance during the event. While the event is running there is the opportunity to play a character and join in with the game.&lt;br /&gt;
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Being part of the team means being able to work hard sometimes. There can be a lot of medium to heavy lifting involved (if you can lift a 6 pack of 2-litre bottles you&#039;ll be fine). You&#039;ll also need endless levels of patience and some common sense as it can sometimes be like being a parent.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
*&#039;&#039;&#039;You will be able to play a character and take part in the game around your shifts.&#039;&#039;&#039;&lt;br /&gt;
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===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Enjoy preparing food and working with the other crew you are supporting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Take instructions well, but be prepared to take your own initiative from one task to the next&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be on-site on Thursday morning and again on Sunday afternoon (or longer if possible)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be comfortable wearing a radio and earpiece when required&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A standard driving license is desirable but not necessary&#039;&#039;&#039;&lt;br /&gt;
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==Skirmish Team==&lt;br /&gt;
We need more people to join our [[Plot_crew#Skirmish|skirmish team - The Hundred]] - to bolster our numbers and help in delivering combat encounters at events. The Skirmish Team runs in two main groups to deliver large military engagements and smaller plot-heavy encounters for players. As the game has grown the need for more orcs, heralds, undead, and unusual monsters has increased. To continue improving on our current encounters we need a larger team to muster for skirmishes and deliver combat encounters so more players can participate and have fun fighting for the Empire!&lt;br /&gt;
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The majority of the time we play barbarian orcs from the tribes that surround the Empire, but also portray magical heralds, fearsome creatures, shambling undead, the monstrous vallorn, and unassuming human citizens with nothing to hide... It can be an exhausting experience but as a team we look after each other and make sure we don’t push ourselves too far. We stop work each evening by 10 pm, then run through a briefing for the battle the next day. After this is done there is time to rest and relax with the rest of the team, head in character to enjoy Anvil, or take on a volunteer role in late-night low-combat encounters. With a larger team, we will be able to support larger military encounters and additional slots for our Plot Team to deliver a whole host of plots in the skirmish areas, encounter tents and in Anvil itself.&lt;br /&gt;
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Ideally, we are looking for people who already have experience playing or crewing LRP, both at large fests and smaller events. Experience of Empire LRP is not essential but will help make it easier to understand the encounters you are part of, and what we are trying to achieve. Being a competent fighter is useful, as is being able to lead others, but these are not essential; being able to roleplay is however an essential thing we need!&lt;br /&gt;
&lt;br /&gt;
The extra cool bits: &amp;quot;You get to play the varied threats faced by the players; access to the Empire arsenal of weapons and armour for monstering with; support from the rest of the team on creating cool orc costumes and kit; training in how to safely fight and engage the players of the game in combat!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;You will be involved in encounters during most of your event, but will have plenty of breaks for rest and food. There is a chance to play your own character after battle brief is done each evening.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;This role involves considerable physical exertion, involvement in LRP combat, and frequent running&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This role includes frequent changes of kit, armour, and makeup&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This role requires wearing latex masks for extended periods of time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You need to understand and follow the Empire LRP rules, especially those relating to combat and conduct&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You will work with team leaders our Battle Team, Referee Team and Plot Writers to deliver exceptional encounters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You will assist with set-up and take-down of team kit and the battlefield areas before and after the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Where possible you should commit to crewing for an extended period of time (four events); it is not possible to alternate between playing and crewing as part of the Skirmish Team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Magistrates==&lt;br /&gt;
* Imperial character that conducts trials &lt;br /&gt;
* Engage players in the legal process&lt;br /&gt;
* Try to keep conflict between players political&lt;br /&gt;
The magistrates are official Imperial characters who operate the legal system, conducting trials and overseeing the application of the law. Their role is to involve players in the legal process as thief-takers, detectives and militia etc. The point of the magistrates is to do everything in-character, to make murder as difficult to get away with as humanly possible. The goal is to redress the balance of games in which murder is trivial and the cheapest solution to any political problem. Empire is intended to provide a PvM game for players combined with a PvP political game. The magistrates exist to try to ensure that most conflict between players remains political. It is possible for a magistrate to play other roles some of the time if they wish.&lt;br /&gt;
 &lt;br /&gt;
Being a magistrate requires some charisma and personal presence. The magistrates have the full backing of the setting, but that will not serve if they cannot get the support of the majority of players. Magistrates need to be unbiased and although they are encouraged to play the role on an ongoing basis they should avoid becoming embroiled in the politics of the game; like all civil servants they are compelled to remain honest and impartial by the magical power of the oaths they have sworn. Being a magistrate is a great role for anyone with an intuition for skulduggery and a sense of drama for making court scenes dramatic.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=JonCreek.jpg|align=left|caption=Head Magistrate: Jon Creek}}&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are looking for one or two other magistrates.&lt;br /&gt;
&lt;br /&gt;
==GOD Team==&lt;br /&gt;
The Games Operation Desk (GOD) operates as the main contact point for players and crew throughout the event. We’re responsible for handling a wide variety of game administration, from handing out packs and recording rituals to recording lost property and helping new players create their first characters.&lt;br /&gt;
&lt;br /&gt;
There are a variety of roles within the GOD team depending on your skills and interests. Some will be largely computer-based (our “front desk” crew), but not all. GOD crew handle large amounts of in-character resources and sometimes out-of-character cash, so it’s important that we’re known and seen to be trustworthy. Ideally, GOD crew will be around from Thursday to help with setting up GOD and handing out packs, but the key work is from Friday lunchtime to a few hours after time-out on Sunday. &lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;GOD operates throughout the event, although we have a rota to ensure everyone gets breaks and the chance for those who want to take some R&amp;amp;R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Good customer service skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Take instructions well, but be prepared to take your own initiative from one task to the next&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If you have an R&amp;amp;R character, being confident you can keep the information you learn in GOD separate from your character’s knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While it’s unnecessary for all our GOD crew, being comfortable using a radio and a computer are significant bonuses.&lt;br /&gt;
&lt;br /&gt;
==Crew Welfare==&lt;br /&gt;
&lt;br /&gt;
We’re looking for someone to help out in crew welfare!&lt;br /&gt;
&lt;br /&gt;
We are looking for someone to put out, monitor and put away lunch Friday, Saturday and Sunday 12:00 to 15:00. This would be the primary blocks of time required but there would be some occasional assistance required throughout the day which would be agreed with the Head of Department on an as needed basis. &lt;br /&gt;
&lt;br /&gt;
Lunchtime would involve some minor salad food prep and washing of required utensils. You should expect some occasional sweeping, mopping, wiping down of surfaces and evicting of spiders/wasps (broom/bug zapper provided). You would also need to help check stock expiry dates and set out the hut in a manner that makes everything easy to find. We would also need your help redistributing the Booker stock and giving tours where needed and pointing out where certain things are.&lt;br /&gt;
This job does require some heavy lifting, eg 6 x 2 litre bottles of pop and can be quite physically demanding. &lt;br /&gt;
You don&#039;t need any experience to join the crew welfare team. The hut is a very small area and can get quite busy at times.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
Apart from the core hours I am looking for you to cover, there will be plenty of opportunity to see the game. You may be asked to drop in and out of crew welfare throughout the rest of the day to tidy up but this can be worked around any particular in game events you wish to attend.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Be on-site from early Friday morning until Sunday Afternoon/evening, if you can be on-site Wednesday or Thursday, even better&lt;br /&gt;
&lt;br /&gt;
==Coach Team== &lt;br /&gt;
We need one person to join the small coach team. The position involves helping and guiding players from Banbury train station to the coach, helping with luggage loading and unloading and being a passenger on the coach for the day. This will be an off-site role but is customer facing. &lt;br /&gt;
&lt;br /&gt;
On the Sunday the role is managing the players and their luggage to leave site. This duty will have you staying on site until the last coach is gone late in the evening.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see===&lt;br /&gt;
* &#039;&#039;&#039;The duties are during the day on Thursday and Friday, and on Sunday afternoon. Outside of these times (listed below) you are free to do your own thing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Reasonably fit to handle luggage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be available Thursday 12 noon to 8.30pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be available Friday 10am to 5pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be available Sunday 2.30pm to 7.30pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Able to Check on and around the train station for lost LRPers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Crew Welfare Cleaners 2025 ==&lt;br /&gt;
&lt;br /&gt;
We are looking for a small team to pack and clean crew welfare at the end of each event. This would involve emptying and cleaning the crew welfare cabin and making sure the cabin is clean, wiping down surfaces and walls, mopping floors, cleaning fridges, etc., then ensuring everything is packed away neatly and clean for the next event.&lt;br /&gt;
All equipment would be provided and you will be working under the Head of Crew Welfare and Site Manager.&lt;br /&gt;
 &lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
You will be able to play the game fully.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Be on-site from Sunday Afternoon until the job is finished. We expect this to be Monday evening but could roll into Tuesday morning.&lt;br /&gt;
&lt;br /&gt;
==Crew Welfare Cleaners ==&lt;br /&gt;
&lt;br /&gt;
We are looking for a small team to pack and clean crew welfare at the end of each event. This would involve emptying and cleaning the crew welfare cabin and making sure the cabin is clean, wiping down surfaces and walls, mopping floors, cleaning fridges, etc., then ensuring everything is packed away neatly and clean for the next event.&lt;br /&gt;
All equipment would be provided and you will be working under the Head of Crew Welfare and Site Manager.&lt;br /&gt;
 &lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
You will be able to play the game fully.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Be on-site from Sunday Afternoon until the job is finished. We expect this to be Monday evening but could roll into Tuesday morning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Camp Ali Welfare==&lt;br /&gt;
PD is currently looking for a crew welfare role pre- and post-event. This role is completely separate from the main Crew Welfare Dept and will be operating from a small, equipped kitchen in Camp Ali. We need this role to start the Monday before the event and run up to the Wednesday lunchtime before the event starts. Then the crew member will be free to play the event, only checking in once per day over the event to date check the food in the fridge and to empty and restart the dishwasher. Then the role will recommence Monday lunch time after the event with Tuesday Lunch being the final meal.&lt;br /&gt;
&lt;br /&gt;
This role will require - meal planning, handling some complex dietary needs, shopping locally, ordering booking and receiving deliveries from Morrisons. Prepping and laying out of meals. Taking take away orders from crew (on specific nights) and ordering and receiving the takeaway. Managing food labels/dates and fridge management. Cleaning and maintaining the kitchen.&lt;br /&gt;
&lt;br /&gt;
This role currently provides meals for anywhere between 3 and 15 crew members and this requires the person to be able to operate flexibly to allow for 1 or 2 unexpected crew arrivals on the day.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
You will be able to play the game fully but with time set aside for daily checks and maintenance on the kitchen.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Be on-site from Monday morning until Tuesday afternoon the week after. This role could be shared between two people.&lt;br /&gt;
&lt;br /&gt;
==Crew Welfare team member 2024 ==&lt;br /&gt;
We’re looking for someone to help out in crew welfare.&lt;br /&gt;
&lt;br /&gt;
Your main role will be to help out generally in crew welfare making sure the crew is fed and looked after. Expect some sweeping, mopping, wiping down of surfaces and occasional evicting of spiders/wasps. Help Check stock expiry dates and setting out the hut in a manner that makes everything easy to find. Help redistribute booker stock. Preparing and putting out a lunch buffet and keeping it stocked up. Giving a tour where needed and pointing out where certain things are. This does require a little bit of heavy lifting, e.g. 6 x 2 litre bottles of pop. &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need any experience to join the crew welfare team, you just need to enjoy talking to people. The hut is a very small area and can get quite busy at times, so volunteers with small children will need to find an area away from the hut to keep them occupied due to health and safety concerns.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
*&#039;&#039;&#039;As a member of crew welfare there will be plenty of opportunity to see the game. We are able to rotate with the rest of the crew members to play the game and plan around any particular in game events you want to attend.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
*&#039;&#039;&#039;Be on-site from early Friday morning until Sunday morning, if you can be on-site Wednesday or Thursday, even better&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be comfortable wearing a radio and earpiece when required&#039;&#039;&#039;&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=Mermaids_in_the_basement&amp;diff=134615</id>
		<title>Mermaids in the basement</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mermaids_in_the_basement&amp;diff=134615"/>
		<updated>2026-02-24T23:47:24Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* The Alcazar of Flame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Albrecht von Temeschwar stared mournfully at the invader in his study. Time was a precious commodity, one he didn&#039;t have to spare since his class on buttresses was due to start in barely two hour&#039;s time and nearly a third of their papers were not yet marked. Still, it didn&#039;t do to give short shrift to one of La Salle&#039;s people; the chancellor would have his guts for garters. Best to be polite - civil even - he thought with a smile he kept off his face. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry Madam Lutomysla, &amp;quot; he said somewhat unsure of her correct title, &amp;quot;I hadn&#039;t realised your request was... serious.&amp;quot; He spread his hands, painfully aware of what a poor answer that was.&lt;br /&gt;
&lt;br /&gt;
The hard-faced Varushkan woman&#039;s eyes narrowed and her lips pinched. &amp;quot;I see. Well, for future reference... please understand that I am &#039;&#039;always&#039;&#039; serious.&amp;quot; He expected her to say something further, but she fell silent simply staring at him. His eyes fell on the pile of unmarked papers... surely she didn&#039;t expect him to attempt this now?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s just the costs... they would be... incalculable&amp;quot; he protested.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just so I understand you - are you saying that your knowledge of engineering is not sufficient to calculate the costs?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Albrecht bristled with indignation even as he appreciated that was exactly the response his visitor had wanted. &amp;quot;Look&amp;quot; he demanded, pointing to the picture on his wall of the Spider&#039;s Tollkeep. &amp;quot;That was one of finest works of engineering proposed in the Empire! When it was damaged it needed thirty wains of mithril and ten wains of white granite &#039;&#039;just to repair it!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The prognosticator&#039;s gaze didn&#039;t waver, so he tried again. &amp;quot;The Spider&#039;s Kiss spans the Vassa - but it&#039;s barely a mile wide at that point! You&#039;re proposing a bridge, no!, a set of bridges, fifty times that size! It would take literally thousands of wains of white granite to join all those islands to the mainland! It would take decades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it could be done? We could calculate the costs?&amp;quot; she asked in a voice that implied she was asking him to price up a baker&#039;s dozen warm rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No!&amp;quot; he said firmly, trying to keep control of his temper. &amp;quot;It most certainly could &#039;&#039;not&#039;&#039; be done, Madam Lutomysla. The Spider&#039;s Tollkeep is built to withstand the rushing waters of the Vassa. But that terrible river pales into insignificance compared to the winter storms that trouble the Brass Coast. You&#039;d need to design something capable of surviving waves as high as the walls of Holberg! You&#039;d need a way to sink the piles two hundred feet and more into the sea bed. And that&#039;s not counting for all the blood-thirsty monsters the crazy shark worshippers let loose! So no Madam, it can not be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The last was said with a voice of complete finality. Or at least that was what he was aiming for. It always worked with his students. Sadly he had misjudged either his tone or his audience. Possibly both.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of wains...&amp;quot; the woman&#039;s quill moved across the parchment, as she made hurried notes. &amp;quot;And you would need a design capable of withstanding the waves and the monsters.&amp;quot; She looked up at him, and smiled, &amp;quot;Now we&#039;re getting somewhere professor...&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=Andaman Islands at sunset.jpg|align=left|caption=Under the domination of the Children of Wrecks, the islands of Free Landing and Cazar Straits have become much harder to reach.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Autumn Equinox, the Imperial [[Senate]] approved a [[Senate motion|motion]] calling for an [[appraisal]] into the potential for constructing a bridge between the mainlands and the islands of [[the Brass Coast]] to enable [[army|armies]] to move easily between them. &#039;&#039;[[Appraisal#Lutomysla_Niegoslava|Lutomysla Niegoslava]]&#039;&#039; was selected to investigate the possibilities.&lt;br /&gt;
&lt;br /&gt;
Regrettably, Lutomysla quickly confirms that it is effectively impossible to connect the islands to the mainland with bridges in this way - the costs are astronomical and the work would require a feat of engineering greater than any the Empire has ever achieved. Rather than waste too much time pursuing this approach, the [[Appraisal#The_Prognosticators_Office|prognosticator]] has summarised the problems involved. They&#039;re not &#039;&#039;technically&#039;&#039; insurmountable - but the experienced prognosticator knows a cliff face when she sees one.&lt;br /&gt;
&lt;br /&gt;
This is not an unusual state of affairs - the prognosticator&#039;s role in an appraisal is to &#039;&#039;find&#039;&#039; a solution to a &#039;&#039;&#039;problem&#039;&#039;&#039; the Senate have identified. If it were possible to know what approach would work best before the appraisal has been carried out, then no prognosticators would be needed. The civil service guidance is clear that all prognosticators can [[Appraisal#OOC_Design|ultimately ignore a suggestion]] on &#039;&#039;how&#039;&#039; to solve the problem, if it is clear, this will only make the work more difficult. While that is rare, it definitely applies here.&lt;br /&gt;
&lt;br /&gt;
Rather than linger on what can&#039;t be achieved, Lutomysla has spent what time she has left looking at what might be achieved...&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed Madruga, Seconded Kahraman&amp;quot;&amp;gt;To appraise the construction of bridges between the mainlands and islands of the Brass Coast to remove the island quality. Lutomysla Niegoslava&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Madruga_Made_Anew.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Bridge to Nowhere==&lt;br /&gt;
* &#039;&#039;&#039;Building bridges to join the islands of the Brass Coast to the mainland would be difficult and prohibitively expensive&#039;&#039;&#039;&lt;br /&gt;
The Empire has significant experience creating bridges - the city of [[Sarvos]] has many beautiful constructions that join the mainland to the nearby islands, albeit over shallow waters. The [[Spider&#039;s Tollkeep]] is a unique suspension bridge linking [[Madruga]] and Sarvos, designed by the talented engineer &#039;&#039;Carmen i Dehasa i Erigo&#039;&#039; to bridge a very specific river. These examples are deceptive; however, they all feature relatively small bridges, or at least small in comparison to the distances that would be needed to span the waters of the [[Feroz#Cazar_Straits|Cazaar Straits]] and [[Madruga#Free_Landing|Free Landing]].&lt;br /&gt;
&lt;br /&gt;
The actual bridges themselves would represent a massive investment of time, resources, and labour. Even without the threat of monsters, pirates, and [[Grendel]], these bridges would be built over very deep water indeed. Connecting the six major islands of the [[Feroz#Cazar Straits|Cazar Straits]] - a [[territory#Regions|region]] that runs the length of the [[Feroz]] coastline - would require more than half a dozen miles-long bridges. [[Madruga#Free Landing|Free Landing]] is a little more feasible - by which Lutomysla means it would require &amp;quot;&#039;&#039;only&#039;&#039;&amp;quot; half a dozen bridges. Total costs for the project would end up in excess of three thousand wains of white granite.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RegionsofFeroz.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
That is only the start of the problem - any concrete plan would require both Free Landing and Cazar Straits to be in Imperial hands. Despite  [[Red_skies#Chase_them_where_they_run|recent victories]], Free Landing remains under the control of the Children of Wrecks. In the south, the [[Iron Confederacy]] has [[Red_skies#Swords_of_the_South|taken control]] of the Cazar Straits. The threat posed by the creatures of [[Siakha]] still remains - building anything while literal sea monsters are attacking the builders would be impossible without the use of slaves. Nobody would take that job out of choice, not for all the crowns in [[Emperor Giovanni|Giovanni&#039;s]] purse.&lt;br /&gt;
&lt;br /&gt;
Creating a bridge capable of withstanding the kind of sea storms that occasionally batter the Brass Coast would require a reinforced bridge deck and need supports that reached all the way down to the seabed. The Empire lacks the engineering know-how for such a feat, but it is &#039;&#039;rumoured&#039;&#039; that the [[Commonwealth]] might know a way it could be done. Given the good relations that exist, it is likely that the Empire could find a way to acquire such knowledge if it were genuinely determined to proceed. The [[Ambassador to the Commonwealth]] might make such an enquiry, or a [[Call Winged Messenger|Winged Messenger]] dispatched to [[Patron_of_the_Beurteilung|Professor Gelberg]] might also determine if this is the case.&lt;br /&gt;
&lt;br /&gt;
Even if all the other hurdles could be overcome, the bridges would &#039;&#039;not&#039;&#039; remove the [[Region_qualities#Island|island quality]] from either region. Rather, they would provide the &#039;&#039;bridged&#039;&#039; quality, allowing armies to move between the mainland and the island regions and back again... as long as nobody destroyed any of the bridges. That might suffice, but it is important to remember that the Grendel in particular have demonstrated a talent for smashing bridges up...&lt;br /&gt;
&lt;br /&gt;
Magical alternatives to mundane methods are equally difficult. While some eternals are capable of impressive feats, Lutomysla cautions that their powers are neither boundless nor without cost. The [[Semmerholm#The_Golden_Causeway|Golden Causeway]] is a boon from [[Eleonaris]] that allowed the armies of [[Dawn]] to [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|march across]] the massive [[the Semmerlak|Semmerlak]] to invade [[Ossium]]. But the &#039;&#039;Commander of the Golden Armies&#039;&#039; created the Causeway to enable the Empire to go to war with the [[Druj]]. The &#039;&#039;Queen of Summer&#039;&#039; always seems eager to plunge the Empire and their neighbours into conflict - and is more than ready to use her magic to help make that happen. In many ways, her &amp;quot;payment&amp;quot; was the years of warfare that followed the act. But a causeway in the Brass Coast would offer little in the way of [[glory]]. As [[Red_skies|recent events]] show, the Wreckers are a danger, but they are a pale shadow of the threat cast by the Druj. This project would require dozens of bridges and risks angering the &#039;&#039;Lion of Summer&#039;&#039; if she thinks the Empire are invoking her aid to do something which is beneath her regal demeanour.&lt;br /&gt;
&lt;br /&gt;
[[Adamant]] and [[Estavus]] are more than happy to help the Empire building things - and for &#039;&#039;the King Under the Mountain&#039;&#039; the bigger, the better, and the more white granite is involved the more enthusiastic he tends to be. Having the aid of either eternal would remove the need to ask the Commonwealth to help with the engineering. Adamant could also help protect the commission from casual destruction by the Grendel, if the Empire were prepared to meet the eternal&#039;s price to infuse the bridges with indestructible adamant. However, the &#039;&#039;Deep Dragon&#039;&#039; would be certain to require the Empire to foot the bill, so someone would still have to find at least three thousand wains of white granite. It also risks marring the Empire&#039;s good relations with the &#039;&#039;Throne of Stone&#039;&#039; if, as seems likely, thousands of &#039;&#039;koboldi&#039;&#039; are killed and eaten by the [[Mundane_beasts#Kraken|immature kraken]] and other monsters that currently dwell in the waters while the work is underway. Estavus might take a more pragmatic approach, but any construction she oversees is likely to involve at least as much [[mithril]] as white granite, and while she seems less concerned than Adamant about the wellbeing of her workers she would surely expect a premium be paid for any harm done to them.&lt;br /&gt;
&lt;br /&gt;
When the appraisal was discussed in Senate at the time, there was some debate about whether tunnels would be a better solution than bridges. League engineers are quick to scotch that idea - even the most experienced mining professors of [[Temeschwar]] have never heard of anyone attempting to dig such a massive series of tunnels. They would need to stretch for many miles, all under the seabed. The slightest mistake would mean that the entire thing would collapse and quickly flood even with the best pumps the engineers of [[Holberg]] could design. They are confident that the methods and skills needed to create tunnels under the sea do not exist anywhere in the world.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px; width: 50%; float: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&lt;br /&gt;
====OOC Design====&lt;br /&gt;
&amp;lt;p&amp;gt;Any appraisal involves three elements - the first is the fundamental problem that the players wish to overcome or address. The second element, is the method - the way that the problem will be addressed. The final part is the outcome - the result that will occur if the methods outlined are enacted by the Empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crucial information needed by the plot team to write a useful appraisal response is a clear outline of the problem that the Empire wants addressed. Only if we are certain what problem the players want to deal with can we be confident that the solutions we present will address those issues. We don&#039;t want to give players possible solutions to different problems.&lt;br /&gt;
&lt;br /&gt;
It is usually better to avoid outlining a method for the appraisal, as this can lead to disappointment if it isn&#039;t possible to solve the problem that way. However, it is also better to avoid defining the outcome you want - since that outcome may not be possible. A motion that clearly states what problem the Senate would like addressed is the best way to maximise your chances that the results achieve what the Empire wants.&lt;br /&gt;
&lt;br /&gt;
 In this example, the Senate motion stated that the method should be to employ bridges. We&#039;ve ultimately ignored that element, as per the published guidance, because we considered it wouldn&#039;t be possible to construct a vast network of sea bridges in the time of the Empire. The Senate motion also stated that the outcome would be the removal of the island quality. That isn&#039;t possible at this time, so we&#039;ve had to guess at what the problem is that the appraisal was intended to address. We have &#039;&#039;inferred&#039;&#039; that the problem is most likely to be a way to allow the Empire to extend its military control to the island chains, so we&#039;ve offered ways to address that.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Adapt and Prosper==&lt;br /&gt;
* &#039;&#039;&#039;Given the challenges of meeting the terms of the assessment, Lutomysla has looked at alternatives&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She has tried to guess what the underlying goals for the Senate motion are&#039;&#039;&#039;&lt;br /&gt;
Lutomysla is frank that the prospects are dim for building enough bridges to the islands to end their current isolation. While it might technically be possible, the volume of white granite required seems prohibitive. The first limit of magic is not what you can achieve but what you can afford, as Lutomysla&#039;s grandmama was fond of saying.&lt;br /&gt;
&lt;br /&gt;
Worse, Lutomysla can see few options to achieve the specific &#039;&#039;outcome&#039;&#039; stated in the motion. Removing the island quality from the Brass Coast archipelago is [[Limits_of_magic#Changing_Qualities|beyond the limits of ritual magic]], and despite Lutomysla&#039;s best efforts, she has not been able to identify any way to achieve that outcome. Even if bridges could be built - the islands would still be islands - and the problems would immediately return if the bridges were destroyed.&lt;br /&gt;
&lt;br /&gt;
That being the case, Lutomysla has focused her remaining efforts on what problem she believes the Senate were looking to solve with this appraisal. The most likely answer is that the [[Military Council]] were looking for a way to extend military control to the islands, but even that creates more questions than it answers. Is the aim a way to quickly move armies to and from the islands, or does the Council simply need a way to secure them from attack? Or is the concern more economic? That the isolation of the islands might be injurious to the Prosperity of the Coast? It is unlikely that the Senate simply want the islands themselves gone, but even that is not unthinkable. Difficult, yes, but not unthinkable.&lt;br /&gt;
&lt;br /&gt;
Lutomysla has tried to look at each of these problems in turn, to outline possible solutions.&lt;br /&gt;
==Reaching the Islands==&lt;br /&gt;
* &#039;&#039;&#039;The cheapest way to enable any Imperial army to reach the islands is to commission a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are ways the Empire could allow two Freeborn armies to reach the islands without building a navy&#039;&#039;&#039;&lt;br /&gt;
The prognosticator hasn&#039;t found any way to be rid of the insular quality of the islands, but she has identified ways the Empire might enable two of the Freeborn armies to reach them. The simplest way to reach the islands is to commission a [[navy]]. That might prove challenging, and the Senate already has the ability to do so, so Lutomysla has left that option to the last.&lt;br /&gt;
===The Red Wind Wharfs===&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs could reach the islands at any time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Creating dedicated berths at Oran would allow the Red Wind Corsairs to cross the straits without delay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Plans for municipal docks at Calvos could be expanded to create the same potential in Madruga&#039;&#039;&#039;&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;New Berths in Oran&#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; Shipyard&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; 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; 5 weirwood and 15 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;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows any army with the Forayer quality to move normally between the Cazar Straits and the mainland ignoring the island quality&lt;br /&gt;
* Increases the upkeep of the wharfs by 1 throne&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;
[[The Brass Coast]] already has an [[army]] that can reach Free Landing and Cazar Straits. The [[Army_qualities#Forayer|unique ability]] of the [[Red Wind Corsairs]] to put to sea means that they could do so relatively easily. For that matter, they could even transport an army with them if needed.&lt;br /&gt;
{{CaptionedImage|file=RedWindCorsairs_Colour.png|align=left|width=200}}&lt;br /&gt;
The problem with putting to sea - and back again - is the time and risks involved. It takes a season for the army to put to sea, and they are exposed throughout. Delays are expensive, and no general wants their army vulnerable. But the recently completed [[Send_for_me#Wharfage_of_Oran|wharfs at Oran]] offer one way around that problem. If new berths were constructed and set aside for the sole use of the Imperial military, then it would allow the Red Wind Corsairs to move normally between the [[Feroz#Cazar_Straits|Cazar Straits]] and the mainland ignoring the island quality.&lt;br /&gt;
&lt;br /&gt;
The proposals for [[Germinating_a_city#A_Spiritual_Successor|municipal docks in Madruga]] have not yet progressed, but if the Senate wished, then it would be simple to include similar dedicated berths at those docks. Once complete, they would allow the Red Wind Corsairs to move normally between [[Madruga#Free_Landing|Madruga]] and the mainland ignoring the island quality. If both sets of berths were built, then the Red Wind Corsairs could move normally between Free Landing and the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Obviously, this outcome doesn&#039;t allow &#039;&#039;any&#039;&#039; Imperial army to reach the islands quickly - but it does have the advantage of being pleasingly cheap (at least relatively speaking). It would only take 5 wains of weirwood and 15 crowns to build the dedicated berths in Oran - though it would increase the upkeep of the facilities by one throne a season. Professor Gelbert&#039;s municipal docks have not been approved, but if they were, the Senate could easily include dedicated berths in the plans. It would increase the construction costs by an additional 5 wains of weirwood and 15 crowns and increase upkeep by a throne each season, but it would mean all the work could be done at the same time.&lt;br /&gt;
&lt;br /&gt;
===The Alcazar of Flame===&lt;br /&gt;
* &#039;&#039;&#039;Janon has maintained a great interest in the Burning Falcon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal will enable the Falcon to reach the islands if the Empire builds a fane on Free Landing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fane would allow the General of the Burning Falcon to submit a special defensive order to improve natural resupply&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Fane would allow the Keeper of the Flame to exchange liao for crystal fire&#039;&#039;&#039;&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 Alcazar of 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; Fane&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; Free Landing, Madruga&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; 16 white granite, 10 mithril, 10 rings of 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;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Allows the Burning Falcon to move normally between Free Landing and the Cazar Straits and between the islands and the mainland&lt;br /&gt;
* Allows the Burning Falcon to submit the fervent celebration defensive order, increasing their natural resupply by 250&lt;br /&gt;
* Creates the Freeborn national position, Keeper of the Flame of Passion&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 Flame of Passion&#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; Freeborn&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; National Assembly&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; The Keeper can only purchase crystal fire and communicate with Janon if they are a [[Sutannir]]&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; &lt;br /&gt;
* Voice of Janon&lt;br /&gt;
* Can purchase Crystal Fire in exchange for liao at the Fane&lt;br /&gt;
* Can send a winged messenger to the servants of Janon once per summit&lt;br /&gt;
&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 inflame the passions of the Freeborn people to set the world ablaze&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 colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Enflamed Passions&#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;2 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;14 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Crystal Fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20 liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Crystal Fire&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 another Freeborn army that might be able to reach the islands... if they had the right help. There are far fewer experienced sailors in the [[Burning Falcon]], and they lack the access to the ships and support that the Red Wind Corsairs enjoy. But they do benefit from the friendship and approval of the [[Janon|Shadowed Fire]], the strange eternal of [[Realms#Night|Night]] whose remit is passion and conviction. Aided by the &#039;&#039;Muse of Fire&#039;&#039;, the army already burns with [[Army_qualities#True_Conviction|true conviction]], a fervour that drives them to treat every battle like it is their last.&lt;br /&gt;
{{CaptionedImage|file=BurningFalcon_Colour.png|align=left|width=200}}&lt;br /&gt;
Given their recent history, Lutomysla is able to track down a herald of &#039;&#039;Firebrand&#039;&#039;, a performing musician which calls itself Qraqeb. With some care, she outlines the problem to it... &#039;&#039;&amp;quot;The soldiers of the &#039;Falcon burn with desire to retake their homeland from their enemies, but their ardour is stymied by the treacherous waters. The straits are holding their passions in check... will Shadowed Fire help them unleash their fury on their enemies?&amp;quot;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
Qraqeb soon returns with the answer that Shadowed Fire is eager to support the passionate soldiers of the Burning Falcon, but he cannot do so without a little help from the Empire. If the Coast wishes the Night eternal to aid them, they must build a temple to their passions on the islands. Qraqeb describes the ideal for this temple, a simple palace of white stone that will resound with music and become a crucible for passion. If the Empire grants Shadowed Fire [[Eternal#Dominion_in_the_Empire|dominion over the temple]], then his followers will abide there, joining the soldiers of the Burning Falcon in revelry, dancing and passion whenever they visit the isles. The Alcazar will become a sanctuary for the army, reviving their spirits whenever they might flag. Crucially, once Torchbearer is able to extend their power throughout the region they will ensure that nothing prevents the Falcon from moving swiftly to or from the islands.&lt;br /&gt;
&lt;br /&gt;
After some discussion, it is clear to Lutomysla and her team that Qraqeb is proposing a [[fane]], albeit one that is particularly large and grandiose. That means it would &#039;&#039;have&#039;&#039; to be [[Powers_of_the_Imperial_Senate#Concedence|ceded]] to the eternal to function - a solution the Senate has only rarely permitted in recent times. Janon isn&#039;t asking the Empire to cede the entire region, just the palace itself, but it is clear from the discussions that such a move would permit the eternal to use their power unhindered throughout Free Landing &#039;&#039;and&#039;&#039; the Cazar Straits. &lt;br /&gt;
&lt;br /&gt;
If that happened, then the Alcazar of Flame would allow the Burning Falcon to move normally from Free Landing to the Cazar Straits and from the islands to the mainland. Qraqeb will not be drawn on what magic Shadowed Fire would employ to achieve this, but it assures the prognosticator that the soldiers - nor any local civilians - will not be harmed - all the general need do is issue the relevant orders and Qraqeb and its fellow musicians and performers will handle the rest.&lt;br /&gt;
&lt;br /&gt;
In addition, the Alcazar of Flame would allow heralds of the Night eternal to travel abroad, allowing them to join with the Burning Falcon wherever they were. Their presence would enable the general to submit the &#039;&#039;&#039;fervent celebration&#039;&#039;&#039; defensive order, causing the army to engage in wild festivities and Night-fuelled revelry. Soldiers and anyone living nearby would be drawn into these uninhibited celebrations, raising the blood of all those who took part. The army would regain an &#039;&#039;additional&#039;&#039; 250 force provided they were eligible for [[Casualties#Natural_Resupply|natural resupply]], as they spread Janon&#039;s message of embracing your emotions. The order would default to [[Army_qualities#Fast|desperate reinforcement]] if the army were attacked (in terms of how it affected the army&#039;s ability to defend territory rather than movement).&lt;br /&gt;
&lt;br /&gt;
Janon would require the Freeborn National Assembly to appoint a suitable [[sutannir]] to oversee the celebrations and festivities on the island. This &#039;&#039;Keeper of the Flame&#039;&#039; would be charged by Janon to work to inflame the passions of the Freeborn people, encouraging them to throw caution to the wind and commit themselves utterly to their destiny.&lt;br /&gt;
&lt;br /&gt;
==Defending the Islands==&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 Song of Salt and Sand&#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; None required&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; Quzar, Lightsea, Madruga&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; Free (Lashonar may demand payment for their aid)&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;Requirements:&#039;&#039;&#039; Requires the agreement of the eternal Lashonar&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;
* Allows the Hakima of Salt and Sand to call the corsair families to defend the Brass Coast&lt;br /&gt;
* Creates a garrison of 3,000 force protected just Free Landing and the Cazar Straits for one season&lt;br /&gt;
* Creates a defensive voyage for corsair fleets to join the defence of Free Landing and the Straits&lt;br /&gt;
* Costs the Imperial treasury six thrones each season it is employed&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;If the Empire is concerned about defending the islands from attack, they could fortify them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lashonar could provide a way for the corsairs to defend the islands&#039;&#039;&#039;&lt;br /&gt;
Given the [[Red_skies|recent victory by Imperial fleets]], the Red Wind Corsairs should face little opposition if they attempt to take the islands back from the Children of Wrecks. However, that might not be the case in the future and with the Grendel&#039;s armada still controlling the seas, the islands could easily become a vulnerability for the Empire if their armies cannot reach them. If that is what the Senate are concerned about, then a better alternative might be to look at some way to defend the islands.&lt;br /&gt;
&lt;br /&gt;
The obvious way to do that would be to build a massive [[fortification]] at a suitable location in each territory. That would be expensive, of course, but it would still save a fortune compared to bridging all the islands together. The Empire wouldn&#039;t need an appraisal to do that, so it may be that the Senate considers even this cost too much.&lt;br /&gt;
&lt;br /&gt;
Seeking a cheaper alternative, Lutomysla explores many avenues before finally managing to secure a possibility that could help defend the islands of the Brass Coast. In her view, the best way to defend the islands would be to call on the combined might of the [[corsair]] families. If they sailed to the defence of Madruga or Feroz they would represent an effective force that would prove a powerful deterrent. The problem is how to coordinate the defences - corsair vessels would pile on sail to come to the rescue of their homes from any attacker, but they can&#039;t afford to abandon their livelihoods and commit to this full-time. The Coast would need some way to call their wayward scions home for the fight. &lt;br /&gt;
&lt;br /&gt;
After some searching, Lutomysla discovers a possible solution in the &#039;&#039;Burning Feathers&#039;&#039;, a [[The_Brass_Coast_economic_interests#Paradors|parador]] in Calvos. The establishment is run by a retired corsair who goes by the name of &#039;&#039;Sabella i Tourez i Erigo&#039;&#039; and her husband, a hakima called &#039;&#039;Ramiro i Erigo&#039;&#039;. The Tourez family have a small choir of beautiful songbirds with brilliant red and gold feathers - all of which exhibit a most peculiar talent. The birds know more than a dozen different tunes which they will sing on command, but they always sing the same song, &#039;&#039;no matter how far apart they are&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=LashonarArt.jpg|caption=Lashonar is currently under the [[Alignment#Enmity|enmity]] of the [[Conclave]].|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When pushed, Ramiro admits that the birds were a gift from the &#039;&#039;[[Lashonar|Guardian of the Southern Skies]]&#039;&#039;, though he is coy about what moved the &#039;&#039;Eater-of-Silence&#039;&#039; to make the endowment. What he will say is that they were gifted to the pair many years ago so that they could remain in touch - so he could know that his wife was safe, even while she was far away at sea. Now they are retired, the birds are little but a curio, an amusing entertainment for the guests staying at the Feathers.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is confident that if &#039;&#039;Lashonar the Loquacious&#039;&#039; were approached in the right way, the eternal would be more than happy to provide more songbirds for the people of the Brass Coast. Those corsairs who wanted to help with the defence of the islands could keep one on their boat - while the [[Hakima of Salt and Sand]] could maintain a small breeding flock in a volery. If the need presented itself, the Hakima could call the birds to sing an agreed warning song, which would be immediately mimicked by the birds on the ships. It&#039;s no [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]], but the prognosticator is confident it would work.&lt;br /&gt;
&lt;br /&gt;
If the eternal agreed to support the Coast in this way, then Lutomysla calculates that the Hakima of Salt and Sand could use the songbirds to call the corsair families to the defence of the islands off the coast of Madruga and Feroz. That would amount to a naval garrison with an effective military strength of three thousand that would be effective against any attack on Free Landing or the Cazar Straits. This garrison could benefit further if those corsairs who regularly attend Anvil also took up the call (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; characters with a fleet resource and the corsair archetype could choose to defend the islands).&lt;br /&gt;
&lt;br /&gt;
There are two clear drawbacks to this approach. The first and most obvious is that the eternal Lashonar is under enmity by the [[Conclave]]. It would not be illegal for the Archmage of Night to use a plenipotentiary to discuss the idea with the eternal, but unless the Conclave changed Lashonar&#039;s status, it definitely would be illegal to make any exchange. &lt;br /&gt;
&lt;br /&gt;
The other problem is the costs. The approach wouldn&#039;t require any substantial upfront investment - cages for songbirds are not dear. Lashonar would have to be convinced, however and might demand a high price. It is impossible to tell what price Lashonar they might require for their aid without asking them, but this subtle magic would be well within Lashonar&#039;s purview.&lt;br /&gt;
&lt;br /&gt;
More importantly, calling the corsairs to fight to defend the islands, even for a single season, would mean a loss of trade. Taxes in both Madruga and Feroz would fall - reducing the money flowing to the Imperial treasury by six thrones in the season immediately following the call.&lt;br /&gt;
&lt;br /&gt;
Crucially, the corsairs themselves would lose all their income for the season, unless the guerdon were made available to them in exchange for their efforts. Corsairs who regularly attend Anvil would find themselves with nothing but their personal income the following season - all the corsairs in the Brass Coast would lose out in the same way. They would cheerfully shoulder that burden to protect their homes for a season or two, but if they were being called to defend the islands every season and there was no enemy in sight, they would soon lose patience to match their lost profits.&lt;br /&gt;
&lt;br /&gt;
==Counting the Coins==&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 Archipelago Parador&#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; Cazar Straits, 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; 3 wains of mithril, 7 wains of white granite, 2 rings of ilium and 30 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;Effects:&#039;&#039;&#039;&lt;br /&gt;
* Removes the impoverished quality from the Cazar Straits&lt;br /&gt;
* Creates the Freeborn national position, Proprietor of the Thousand Islands&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;Proprieter of the Thousand Islands&#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; Freeborn&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; Tally of the Votes&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; The Proprietor receives twenty random materials each 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;Responsibilities:&#039;&#039;&#039; To protect the Parador and encourage the Freeborn to embrace change&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;
* &#039;&#039;&#039;The insular quality of Free Landing and the Cazar Straits has not damaged the Prosperity of the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Brass Coast embraces the islands, Azoth will help the people of the Cazar Straits restore their fortunes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Building the Archipelago Parador will remove the impoverished quality from the region&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the most part, Lutomysla concentrates on the military problems posed by the island, but the canny Varushkan does not rule out the possibility that the Senate was concerned about any impact the isolation of the islands might have on the [[Prosperity]] of Madruga and Feroz. While bridges might conceivably have provided some economic benefits, she calculates they would not be significant, if only because sailing to the islands would be likely to remain appealing compared with a slow, dangerous journey along a vast windswept bridge. There may be monsters hunting the waters, but the Freeborn are born to the sea, so there are still plenty of smaller vessels prepared to risk sailing out to the islands to allow trade to occur. These ships aren&#039;t large enough to convey an army across the waters, but they are more than enough to allow the people who live there to get by.&lt;br /&gt;
&lt;br /&gt;
At least that is true in Free Landing. The situation in the Cazar Straits is a little more complicated. The entire territory suffered under the brutal rule of the Grendel governor Rahab. Constantly provoked by Freeborn partisans, the tyrant squeezed his holdings harder and harder with each new assault, desperate to try to replenish his dwindling coffers. He is gone now, but much of the territory, including the Straits, has been left [[Region_qualities#Impoverished|impoverished]] as a result. [[Region_qualities#Abandoned|Abandoned]] and [[Region_qualities#Underpopulated|underpopulated]], there seems to be little hope for the region to recover.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Rebis is fascinated by transformation, and already has an interest in the Brass Coast thanks to the [[Madruga#Crucible|Crucible]] in Madruga]].|file=Crucible.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has spent some time in discussions with the servants of [[Azoth|the Rebis]]. This esoteric serpent is fascinated by change and transformation. Rather than offering to help remove their insular quality, &#039;&#039;Crucible&#039;&#039; has instead suggested that it would aid the Freeborn to recover their wealth if they &#039;&#039;embrace&#039;&#039; the changes they have experienced, and look for the new opportunities that the islands might present. The &#039;&#039;Great Work&#039;&#039; claims that the islands are one expression of the true nature of the Freeborn. &#039;&#039;&amp;quot;What are islands, but great ships of stone? Homes afloat upon the sea, encircled by the waters that bear them up to the sky. To live on an island is to dwell upon the sea. What could be more Freeborn than that?&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After discounting a not entirely serious proposal by &#039;&#039;the Azoth&#039;&#039; to find a way to tear Feroz free of the mainland in its entirety, Lutomysla works with the eternal&#039;s heralds to congeal an idea that would provide a concrete benefit to the prosperity of the islands. The Azoth&#039;s peculiar request involves the creation of a new sinecure, which the eternal calls the Archipelago Parador. The eternal&#039;s heralds describe an intriguing restaurant whose kitchens are infused with Night magic, so that every meal they produce is unique in aroma, taste or texture. The alluring prospect of a meal in such an establishment would draw people from afar, eager to sample the wares. The Parador would quickly attract other businesses to the island, helping to create Prosperity and spread it across the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Lutomysla is at pains to stress that the Parador would &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; be a fane. The [[Azoth]] has no interest in the location being ceded to the eternal; in fact, it seems to think that that would be a very bad change for reasons which remain inscrutably opaque. The Crucible would send heralds to help with work in the kitchens of the Parador, but other than that, it seems to have no designs on the place. The eternal&#039;s only requirement is that the [[Senate motion]] or similar, that is used to create the Parador, must explicitly stress the importance of embracing change and make sure that promoting such an attitude is the primary responsibility of whichever Freeborn citizen is elected to oversee the operations of the Parador.&lt;br /&gt;
&lt;br /&gt;
Once the Archipelago Parador was established, its impact would remove the impoverished quality from the Cazar Straits. This benefit would be permanent; if the Azoth were ever subject to [[Alignment|enmity]], the Parador might slowly lose its eclectic nature but the economy of the islands would have already recovered so they would not become destitute.&lt;br /&gt;
&lt;br /&gt;
==The Eye of the Storm==&lt;br /&gt;
* &#039;&#039;&#039;The Archmage  of Winter could use plenipotentiary to ask Khobel Tavah to pull the islands beneath the waves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The impact would be a small loss of life and some economic damage but the islands would be gone&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|caption=The Queen of the Vast and the King of Nowhere are relative newcomers to the Empire.|file=KhobelTavah.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla has found one way that the Empire could be rid of the islands of the Brass Coast. If the [[Archmage of Winter]] used plenipotentiary to approach the &#039;&#039;Monarchs of the Vast&#039;&#039;, Khobel Tavah, then they could implore that eternal to sink the chain of islands beneath the waves. It would need a careful approach as ever, but if the Winter Archmage made it clear that the islands were doomed and that the Empire had decided to cut its losses, then the eternal might be persuaded to help.&lt;br /&gt;
&lt;br /&gt;
Of course, the impact would be severe - some loss of life would be inevitable. The wars that have ravaged the island chains have left them mostly uninhabited, but there are still some Freeborn clinging on. The Empire could warn them of impending destruction, but there are &#039;&#039;always&#039;&#039; some people who refuse to flee.&lt;br /&gt;
&lt;br /&gt;
The permanent loss of the islands wouldn&#039;t damage the economy of Feroz and Madruga - much of what would be lost in that way was swept away by the wreckers. The loss of the islands would mean that wealth would never return, but it would create as many opportunities as it destroyed.&lt;br /&gt;
&lt;br /&gt;
What would be lost is the connection to the past. The islands are often seen as the birthplace of the Brass Coast, tied as they are with [[The_Brass_Coast_history#The_Conquest_of_the_Coast|the story of the three sisters]]. With the [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]] destroyed, can the Freeborn afford to condemn the last of their heritage to the abyss?&lt;br /&gt;
&lt;br /&gt;
Even if the islands meant nothing to anybody, Lutomysla advises caution. Magic of this kind is deeply unpredictable, with far-reaching consequences that are impossible to predict. A forest fire bring news opportunities, but only at the cost of destroying everything it touches...&lt;br /&gt;
&lt;br /&gt;
==Commissioning a Navy==&lt;br /&gt;
* &#039;&#039;&#039;The Empire could commission a navy capable of transporting two armies to the islands&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire cannot launch a navy without building a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire&#039;s military rivals have repeatedly destroyed every Imperial shipyard&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=CorsairZanterr.jpg|caption=The corsair families once held court in Free Landing and Cazar Straits, and might do so again.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As a result of the dreadful magic of [[Siakha|&#039;&#039;the Maelstrom&#039;&#039;]] unleashed on the Coast, the waters separating the islands from the mainland have become treacherous and dangerous to navigate. The terrible sea beasts spawning in the waters will become a threat that only grows with time, but for now, they aren&#039;t powerful enough to prevent a military force from making the crossing. As [[Red_skies#Swords_of_the_South|recent events]] demonstrate, an army or navy can make a passage if they have the means to cross the waters.&lt;br /&gt;
&lt;br /&gt;
The simplest way for the Empire to allow any army to reach the islands would be to employ a [[navy]], ideally one with [[Navy#Large_Hulls|large hulls]] capable of carrying two armies with it. Now that the Red Wind Corsairs have put to sea, they could transport an army to the islands, but a lone navy carrying a single army could be at risk if they were attacked by a large Grendel force. A second navy, could double their fighting strength or more, making any military action on the islands more secure.&lt;br /&gt;
&lt;br /&gt;
Commissioning a navy would require the Empire to maintain a suitable [[shipyard]], which has proved to be a stumbling block. Lutomysla notes that the Grendel took pains to destroy the shipyards at Atalaya, and [[Ratify_treaty_with_the_Grendel_Autumn_383YE|the short-lived peace treaty]] forbade the Empire from building any more. It is clear that the Grendel fear this outcome more than any other.&lt;br /&gt;
&lt;br /&gt;
Commissioning a new shipyard is expensive, but there are some outstanding opportunities that the Empire could take advantage of, such as the [[Germinating_a_city#A_Spiritual_Successor|Municipal Docks]] proposed by &#039;&#039;Professor Gelberg&#039;&#039;. Simply building a shipyard might not be enough however, the Empire would need to find a way to stop the Grendel targeting them. Lutomysla can imagine various possibilities, perhaps defending the shipyard with a massive fortification, or using powerful magic to hide its existence behind impenetrable mists. The prognosticator hasn&#039;t had time to look into this matter in depth, but she would be happy to do so if the Senate used a subsequent appraisal to request it.&lt;br /&gt;
&lt;br /&gt;
===Old Rope===&lt;br /&gt;
* &#039;&#039;&#039;The cheapest option would be to expand the facilities at Elos and Atalya into a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Either facility would allow the Empire to commission a navy while the shipyards were being built&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The wharfs at Oran are less expansive but could still be expanded to build a shipyard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only Oran is under Imperial control at this time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a set of outstanding opportunities to build new shipyards, which could cut costs and, in some cases, save precious time. It would require 10 wains of white granite, 10 wains of weirwood and 20 crowns to [[Elosian_Architect#Further_Opportunities|expand the existing facilities at Elos into a new shipyard]], and the Empire could commission a navy as soon as the work began, potentially allowing them to launch a new navy a season earlier. &lt;br /&gt;
&lt;br /&gt;
The same opportunity exists to [[The_power_behind_our_moves#Atalaya|expand the docks at Atalya]]. It would again cost 10 wains of white granite, 10 wains of weirwood and 20 crowns to create a shipyard here, and work could start on a new navy in the same season the shipyard was being built. Any facility here would be exposed to attack from the Grendel, but it would be a bold restatement of the Freeborn commitment to control their own destiny and their own waters. Given the destruction of the Shining Pillar at the hands of the Children of Wrecks, it would help to raise sentiment across the Coast.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Elos docks are currently in the control of the Grendel, and Atalya Harbour was seized by the Wreckers. The Children of Wrecks navy might be gone, but the pirates still control Free Landing, at least for now. Nothing could be done with either of them until they are back in Imperial control, and Lutomysla warns that it&#039;s impossible to know what state the docks will be in by the time the Empire does reclaim them.&lt;br /&gt;
&lt;br /&gt;
Realistically, it might be more practical to [[Corsair_of_Oran#Expansion|upgrade the wharfs at Oran]]. That would be more expensive, costing 15 wains of weirwood, 20 wains of white granite, and 105 crowns. It wouldn&#039;t make building a navy any quicker, but it would secure Oran&#039;s position as a crucial port on the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
===New Sails===&lt;br /&gt;
* &#039;&#039;&#039;Urizen has an existing opportunity that could allow them to raise a navy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire had a shipyard, they could use the prow of the Storm&#039;s Child to commission a new Freeborn navy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assuming that the Empire had access to a shipyard, they could commission a navy, but it would cost 200 wains of weirwood. There is nobody working in the [[Appraisal#The_Prognosticators_Office|prognosticators office]] today who is capable of devising solutions that are &#039;&#039;cheaper&#039;&#039; than the standard methods. Whatever happens, raising a navy is going to be expensive.&lt;br /&gt;
&lt;br /&gt;
However, there are other limitations as well. Several Imperial nations are already supporting as many forces as they can, including every nation that adjoins the Bay of Catazar. [[Urizen]], [[The Brass Coast]] and [[Highguard]] are all supporting as many forces as their nation can supply and [[the League]] will be in a similar situation as soon as their [[Raise_Third_League_Army|new army is completed]]. There seems to be little point in building a shipyard if the Empire cannot supply a navy.&lt;br /&gt;
&lt;br /&gt;
Where there is a will, there is a way, however. The people of Urizen have an existing [[opportunity]] that would allow them to raise a navy if they were able to [[An_angry_blade#Dear_Perfection|build all the maritime infrastructure required]]. The Nostos and Elos Docks are now complete, though of course the latter would need to be in Imperial hands to serve in that capacity. But if the Empire reclaims Elos without major damage, and constructs the Cargo Cranes, then they could support a navy in addition to the [[Citadel Guard]] and the [[Argent Sword]].&lt;br /&gt;
&lt;br /&gt;
In the meantime, another opportunity has presented itself that might be useful. The Empire could employ the mystique surrounding [[Red_skies#Game_Information|the prow of the Storm&#039;s Child]] - the flagship of the Gathered Storm, which bears the stolen figurehead which once sailed at the front of the Freeborn Storm.&lt;br /&gt;
&lt;br /&gt;
If the prow were given to the Freeborn egregores, they could use it to rally the families to support the creation of a new navy. It would need to have a new name, it is decades before anyone will be ready for the Freeborn Storm to ride the waves again. But the prow would be a symbol of the Freeborn victory over their enemies and an important link to the past. It would inspire corsairs and others to join the new flotilla and seize the opportunity to take the battle for control of the waves to the Grendel. The Empire would still need a shipyard - there&#039;s no easy way to get around that problem - but with the additional support that the prow would produce, the Brass Coast could afford to supply an additional force, provided it were a navy.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Appraisal]]&lt;br /&gt;
* [[The Brass Coast]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Germinating_a_city#A_Spiritual_Successor|Germinating a city]] - 387YE Spring wind of fortune with an opportunity to build a shipyard that can raise and/or harbour two navies at once&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Edifice&amp;diff=134536</id>
		<title>Edifice</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Edifice&amp;diff=134536"/>
		<updated>2026-02-23T17:02:47Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Game Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;ic&amp;gt;&lt;br /&gt;
You&#039;ve all fools and briar-brains! This is another sop to them bloody mummers in the mountains, or I&#039;m no brewer. It&#039;s folly to pass this thing. Them that pay the piper will call the tune.&lt;br /&gt;
&lt;br /&gt;
Walter Brewer, Senator for Upwold&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The great costs involved in creating a structure using [[mithril]], [[weirwood]], or [[white granite]] mean that most [[commission|commissions]] are built to provide important practical benefits. If the Empire builds a [[sinecure]], a [[great work]], a [[ministry]], or similar then the benefits are well known and can be relied on - barring any unforeseen circumstances.&lt;br /&gt;
&lt;br /&gt;
Any [[commission]] that doesn&#039;t provide a &#039;&#039;guaranteed&#039;&#039; material return is classed as an &amp;quot;edifice&amp;quot; by the Imperial civil service. An edifice can be a straightforward endeavour, but might also represent something much more ambitious. Examples might include a statue or memorial created to celebrate some great accomplishment of a nation (or, more cynically, the reputation of one of its [[senator|senators]]); a college or school; a lighthouse; a theatre, library, or art gallery. It might also lay the groundwork for something larger - a new vale, [[spire]], or [[Chapter#Chapterhouse|chapterhouse]] might begin with an edifice and expand from there as people settle the area.&lt;br /&gt;
&lt;br /&gt;
Once complete, an edifice becomes part of the Empire and the setting (details of the edifice are added to the wiki, usually on the page for the territory where it is built, and the person responsible is able to submit a description that will serve as the basis for that entry). Beyond their [[#grandeur|grandeur]], an edifice does not usually provide tangible benefits. An edifice will only have a game effect as a result of an [[opportunity]]. Like any commission, foreign nations, [[eternal|eternals]], groups of citizens who don&#039;t attend Anvil, and the like might all offer to provide an explicit return to the Empire if a suitable edifice is constructed. Such benefits only persist as long as the sponsors continue to support the edifice. It is also possible - albeit much less likely - for an opportunity to arise as the result of an edifice being built, although this represents the exception rather than the rule.&lt;br /&gt;
&lt;br /&gt;
==Senate Commissions==&lt;br /&gt;
The [[Senate]] may pass a motion of [[commission]] for the construction of an edifice. As with other commissions, the Senate must select a [[territory]], and a region within that territory, where the edifice will be constructed. Due to the wide range of possibilities presented by an edifice, the [[Commission#Necessary_Details|necessary details]] of the motion are particularly important. It&#039;s vital that the Civil Service know what is being created (and that there be enough detail for us to be able to create a description for the wiki).&lt;br /&gt;
&lt;br /&gt;
Since the construction of an edifice does not provide any guaranteed tangible benefits, an Imperial title is not required to oversee its operation. It is possible for a [[senate motion]] to create a title to oversee the edifice if they choose, creating a [[New_Imperial_titles#Custodian|custodian]] either at the same time the building is commissioned or in a later motion.&lt;br /&gt;
&lt;br /&gt;
A small number of Imperial titles have the ability to commission an edifice: the [[Master_of_Rings#Commission|Master of Rings]], the [[Chair_of_the_Wolf#Commission|Chair of the Wolf]], the [[Master_of_the_Koboldi#Commission_stone_construction|Master of the Koboldi]], and of course the [[Mistress of Monuments]]. These titles often have restrictions on what they can build, where they can build it, or in the case of the Master of the Koboldi, what it needs to be built of.&lt;br /&gt;
===Costs===&lt;br /&gt;
* Materials: Variable (minimum 1 wain)&lt;br /&gt;
* Time: 3 months to construct per 50 wains of materials used&lt;br /&gt;
* Labour: 3 crowns per wain&lt;br /&gt;
* Upkeep: None&lt;br /&gt;
An edifice requires at least one wain of either [[white granite]], [[weirwood]], or [[mithril]]. There is no upper limit on the number of wains that may be used to construct the edifice; the more material used the greater its [[#grandeur|grandeur]]. The table gives examples of the appropriate scale for an edifice given the wains used. &lt;br /&gt;
&lt;br /&gt;
In theory any type of wains might be used to build an edifice. The [[Resource#Personal_Resource|personal resources]], and the material used to upgrade each one, can provide inspiration for the material best suited to creating a particular edifice. The description of the edifice should reflect the materials used to make it: a garden created with mithril or white granite, for example, is likely to be very different to one created with weirwood.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 500px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Possible Scale&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;5 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statue or small memorial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5-10 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shrine, spire, or small building&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10-25 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Church, tower, or hostel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;25-50 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Basilica, hospital, college, or small keep&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;gt;50 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cathedral, university, harbour, roads&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;
===Grandeur===&lt;br /&gt;
Upon completion of an edifice, the wiki entry for the appropriate region is updated to include a description of the structure, with a length appropriate to the size and scale of the construction. The table right shows the kind of scale that is possible for an edifice. The Senate can legally commission a cathedral using five wains of white granite, but the result will be a tiny building unworthy of the name - and the description (and likely the reaction of non-player character Imperial citizens) will reflect that. &lt;br /&gt;
&lt;br /&gt;
The length of the description added to the wiki will generally reflect the grandeur of the edifice. A monument using five or fewer wains might receive a sentence or two at most, while one using twenty-five or more wains may receive a couple of paragraphs.&lt;br /&gt;
&lt;br /&gt;
The senator responsible for bringing the motion is encouraged to [mailto:plot@profounddecisions.co.uk email us] with what they would like to build so that we can use that information to create the wiki entry. &lt;br /&gt;
&lt;br /&gt;
===Tangible Opportunities===&lt;br /&gt;
By definition, an edifice does not provide any predetermined benefits in the way most other commissions are guaranteed to do. An edifice will only ever provide a tangible gain &#039;&#039;if there is an appropriate [[opportunity]] that outlines this&#039;&#039;. For example, the Purple Sails sodality may offer to provide the Empire with a list of trade vessels operating out of the territory of [[Madruga]] if the Empire built large new shipping offices in [[Madruga#Calvos|Calvos]]. &lt;br /&gt;
&lt;br /&gt;
Sometimes these opportunities will require the Senate to [[Powers_of_the_Imperial_Senate#Concedence|cede]] the construction to a certain group in return for their aid. For example, if the Senate approved the construction of a Temple of Balo and the Black Bull, the Asavean god of the sea, then their priesthood might agree to provide an Imperial title with three wains of [[white granite]] each season, but only if the edifice were [[Powers_of_the_Imperial_Senate#Concedence|ceded]] to them. &lt;br /&gt;
&lt;br /&gt;
As with any similar opportunity, benefits remain dependent on the goodwill of the non-player characters involved and will cease if the characters involved are killed, or they become angry enough to end the deal (which will likely happen if the Empire breaks the terms of any agreement).&lt;br /&gt;
&lt;br /&gt;
If the Empire wants to dismantle an edifice, then it may pass an appropriately worded Senate motion to instruct the magistrates to remediate the situation - provided the commission has not been ceded. It is much harder to reclaim anything that has been ceded to another group, nation, or eternal - in that case an army is likely to be required to reclaim the edifice. As with everything else the exact circumstances at play at the time the motion is passed will impact how easy or hard it proves to dismantle an edifice.&lt;br /&gt;
==Lighthouses==&lt;br /&gt;
* &#039;&#039;&#039;A typical lighthouse is an edifice built with at least 10 wains in a region with a coastline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A lighthouse can be built entirely with white granite&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Up to a fifth of the wains may be mithril reflecting the mirrors used to amplify the beacon&#039;&#039;&#039;&lt;br /&gt;
Following the Summer 387YE [[For_those_in_peril_on_the_sea#A_Warning_Light|symposium on lighthouses]] called by [[Appraisal#Eilian_Sweetwater|Eilian Sweetwater]], Imperial architects pooled their knowledge on the construction of lighthouses. There are any number of lighthouses scattered around the shores of the Empire which serve the traditional function - warning sailors of dangers and helping them navigate through storms and thick fogs. A lighthouse could be built in any region with a coastline - it is after all &amp;quot;just&amp;quot; a stone tower with a light on top of it, tended to by a one-or-two person team who ensure the beacon remains lit in times of need.&lt;br /&gt;
&lt;br /&gt;
Anyone capable of building an [[edifice]] can construct a standard lighthouse. The minimum price for a lighthouse is 10 wains, but as with any edifice any number of wains might be used depending on the [[edifice#grandeur|grandeur]] desired. It would be most practical to build a lighthouse from [[white granite]], but up to a fifth of the wains involved might be [[mithril]] instead representing powerful mirrors. Regardless of materials used, this kind of lighthouse is of resolutely mundane nature. Regardless of where they are placed, an edifice has no mechanical game effects, though a lighthouse will always be important and notable, especially to mariners and others seagoers who travel the protected waters.&lt;br /&gt;
{{#lst:Archive:All_Commissions|follies}}&lt;br /&gt;
==Edifice in Play==&lt;br /&gt;
Edifices exist so that players can create a proper memorial to the dead, or create similar structures that celebrate national pride or personal achievements. If a [[Highguard|Highborn]] group want to found an impressive new chapterhouse in the dark forests of [[Reikos#Tamarbode|Tamarbode]], then commissioning a suitable edifice is a good way to make that a real challenge that may take significant effort to accomplish. It also ensures that their effort is reflected both on the wiki and in the wider setting. If the [[the Brass Coast|Freeborn]] nation wants to build a new [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]], then an edifice would be one way to do that. &lt;br /&gt;
&lt;br /&gt;
Edifices are ideal ways to create monuments, or for a wealthy or influential citizens to place a lasting mark on the Empire. They can also be a way to pursue a personal or group goal, one that might take many years to complete (such as establishing a theatre dedicated to the puppetry of the potato, or establishing beautiful gardens dedicated to the founder of a group for example).&lt;br /&gt;
&lt;br /&gt;
It is not, however, possible for players to build an edifice and then have the building provide some direct tangible benefit, without taking advantage of an [[opportunity]]. The rules for [[sinecure|sinecures]], [[ministry|ministries]], and [[great work|great works]] provide the rules framework for standard commissions that provide known benefits.&lt;br /&gt;
==Game Design==&lt;br /&gt;
Initially the role of this &amp;quot;catch-all&amp;quot; commission with no game benefit was called a &#039;&#039;folly&#039;&#039;. We&#039;ve changed this for a couple of reasons. [https://en.wikipedia.org/wiki/Folly Follies] are by their nature meant to be purely decorative, with a suggestion that building them is &#039;&#039;foolish&#039;&#039; or a waste of resources. There was also a strong suggestion in the original incarnation that follies were a trap - that they would only be built so that someone could trick the Senate into providing a benefit to someone they might normally not want to deal with in an underhand way.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve made these changes in particular to try and remove the stigma from building memorials, shrines, and other things that don&#039;t have a direct game benefit while still allowing players to make things &amp;quot;real&amp;quot; in the setting. All edifices are added to the wiki, and whether they have game benefits (as a result of an opportunity) or not, they become a &amp;quot;thing&amp;quot; in the game world that can be woven into plots, referenced in future opportunities, threatened by barbarians and monsters, and so on - just like any other commission.&lt;br /&gt;
&lt;br /&gt;
The initial incarnation of this commission placed far too much emphasis on the idea that the structure needed to be ceded to have any game benefits. While this is the most usual way to get a mechanical advantage from an edifice - the Senate gifting the completed structure to a foreign nation, eternal, or special interest group within the Empire - it&#039;s far from the only way to achieve some measurable benefit. It&#039;s also important to note that &#039;&#039;any&#039;&#039; commission might be subverted by the action of player characters, or be reliant on the goodwill of a group of NPCs for the advantages it delivers. For example, there are a number of ministries, sinecures, and even Bourse seats that provide resources only due to an agreement with an NPC power. Likewise, an agreement might require any kind of commission to be ceded, or player action might see anything they have dominion over be subverted or compromised by an NPC in return for hidden benefits.&lt;br /&gt;
&lt;br /&gt;
At their heart, edifices exist so that players can create monuments, engage in conspicuous consumption, and pursue personal goals without always having to have the things they build provide resources in the manner of a sinecure or ministry. While the other kinds of commission will always be &amp;quot;better&amp;quot; in terms of the mechanical advantage they provide, the edifice has value in and of itself - its [[#grandeur|grandeur]] can be a way to leave a permanent stamp on the Empire. &lt;br /&gt;
&lt;br /&gt;
Sinecures, great works, and ministries provide quantifiable, predictable benefits, but without an opportunity, edifices do not. The fact they &#039;&#039;don&#039;t&#039;&#039; provide a mechanical advantage or income means that they are a good way to signal to the plot team that an individual or group cares about something, or thinks it is important. Building a shrine that provides [[liao]] - a sinecure - is in some ways its own reward. Spending 50 wains of white granite to build an edifice in the form of a temple dedicated to a certain hero or exemplar is much more likely to pique the interest of a plot writer. We would never promise that something like this will result in opportunities or inspire plot, but it is more likely than an edifice will get that kind of attention at some point than a commission that already provides a benefit. For example, when we&#039;re writing a wind of fortune about a spiritual renaissance in a territory, an edifice that takes the form of a beautiful temple is exactly the kind of hook we might choose to hang an opportunity from.&lt;br /&gt;
&lt;br /&gt;
The grandeur of the edifice, and the details behind its creation and meaning, would all be relevant to the kind of response that might happen - assuming it happens at all.&lt;br /&gt;
{{#lst:Archive:All_Commissions|edifices}}&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Commission]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=134374</id>
		<title>Rubies in the snow</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_in_the_snow&amp;diff=134374"/>
		<updated>2026-02-16T09:41:11Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Monochrome Orcs.jpg|caption=The orcs and humans of Skallahn fight as fiercely as any Imperial to defend their city.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gathering in Sermersuaq!==&lt;br /&gt;
The [[Narwhal&#039;s Spear]] is already in [[Sermersuaq]]. Following the Autumn Equinox, they are joined by five other Imperial armies. The [[Fire of the South]] have travelled the longest distance, all the way from [[the Mallum]], from [[Sarangrave]]. The [[Burning Falcon]] has come up from [[Mournwold]], making the bulk of the journey through Kallavesa alongside the [[Valiant Pegasus]] and the [[Autumn Hammers]] who had been billeted in [[Mitwold]], and the [[Green Shield]] from [[Upwold]]. Together the armies gather in [[Sermersuaq#Stark|Stark]], a sea of tents spreading out around the [[Sermersuaq#Fortress_of_Kalant|Fortress of Kalant]].&lt;br /&gt;
&lt;br /&gt;
The weather is grim; a short autumn in the north gives way to hail, sleet, and snow. At night, it is cold enough to freeze water into stone; the [[the Brass Coast|Freeborn]] in particular feel the cold, but mostly use it as an excuse to light bonfires and stay up late into the night, sharing stories and the warmth of camaraderie with their allies. For the Winterfolk and [[Imperial Orcs|Unshackled]], the cold is notable but nothing unfamiliar. They are used to the cold plains of Sermersuaq, to the snowy alpine mountains of [[Skarsind]]. They offer advice to their friends from the south; how to dress, how to keep warm in the night, how to avoid chilblains and frostbite. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, once again we have a Jotun Fort in our sights! We call upon the contracts with the Forgemistress to storm the walls and take Kierheim in the Jotun Heartlands of Skallahn. Strike the Hamer blow in Bjorkey, break down their gates and claim the fort. Take pride in your strength, our Empire will grow.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;To the Marches last season. To the North this season. The Jotun threaten the west and we respond as one Empire. The walls of Kierheim will shake  before the Falcon and crumble before the Hammer of the Imperial Orcs. We march to Victory and to show the Jotun the pride of Freeborn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Xenia i Erigo, General of the Fire of the South&amp;quot;&amp;gt;Cousins! I have watched with pride as your flame burned across the Empire to crush the Druj. I now ask you to shine your indomitable light towards the cold, windswept north. Take a forced march onwards to Skallahn to engage the Jotun. Move with the clarity of Day in your minds and courage in your hearts. Strike hard and true, show our enemies the blazing strength of the Freeborn!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;How to Honour the fallen, friend and foe? The faithful lost, the hearts laid low? Now with sorrows, not with sighs, but with fire that lights the skies. The Host assembles! Banners bright, shining in the sun, steadfast in fight. Spears like silver, swords that sing. Drums of the march, trumpets ring. We storm the fortress. Strong and high. The walls will crumble and towers lie. Through toil and tempest, with blood and flame, we slow the north of a warriors home. For hardship faced and courage shown, turns bitter grief to honour grown. War done nightly, with heart and hand, is the greatest gift to foe and friend.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;Sermersuaq, I feel your pain. I feel you suffer. I have lived through all 4675 of your nightmares. In loyalty, with courage we remember the fallen. We are the ones who carry on. We are the proud flames of those now gone. Take a breath, a deep breath, our work never stops. Look to the west, to Skallahn, to Kierheim. We push to get their attention, to make them look at us. Be the beacon of Ambition, no one can ignore!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lucifer, General of the Valiant Pegasus&amp;quot;&amp;gt;My brothers and sisters, we march to Skallahn to fight alongside our cousins in Wintermark, the freeborn and the Imperial orcs to strike the city of Kierheim, inflicting a blow to the Jotun which they shall surely feel. Look to your bands of loyalty for each other and the empire to guide your actions through virtue. Your loyal brother, Hector&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
If the Valiant Pegasus have an opinion on the weather, the [[Highguard|Highborn]] keep it to themselves. They are too busy preparing to face the Jotun to worry about what the sky is doing. The magical warriors who have pitched their tents among the stark black, white, and red of the Highguard army are perhaps also a cause for some concern. The [[Knights of Glory]] have been called from the demesne of the &#039;&#039;[[Eleonaris|Mistress of Penants]]&#039;&#039; to fight with the Pegasus. These fey hunters are garbed in gold and green, and the majority wear animal masks and fight with paired blades. They are led by &#039;&#039;Mistress Malachie&#039;&#039;, herself a relentless war-witch who once served the &#039;&#039;Peregrine Knight&#039;&#039; [[Hayaak]] but now owes fealty to the &#039;&#039;Lady of Summer&#039;&#039;. It is probably just a coincidence that this particular cohort has come from Eleonaris&#039; realm to fight with the Highborn, although a handful of [[magister|magisters]] mutter that to choose &#039;&#039;this&#039;&#039; band of knights in &#039;&#039;this&#039;&#039; place, and have them fight alongside Highguard, may be some kind of pointed comment from the Lion Queen. &lt;br /&gt;
&lt;br /&gt;
Other than the Highborn, all the other armies are woven with [[Day magic]], granted the [[Clarity of the Master Strategist]] that helps focus soldiers on their goals, to look at the wider picture, to work together seamlessly towards a common cause. It makes preparation for the trip west and for dealing with the weather significantly easier. &lt;br /&gt;
&lt;br /&gt;
Once the Fire of the South have arrived, and had a day and a night to catch their breath, the invasion of Skallahn commences on a cold, frosty morning not too long after the Autumn Equinox. Brazen horns sound as the sun rises in a clear, brittle blue sky over the tundra of northern Wintermark, and the armies begin to move.&lt;br /&gt;
&lt;br /&gt;
==Greenwall==&lt;br /&gt;
[[Skallahn#Greenwall|Greenwall]] is the southernmost region of Skallahn. Herds of short-haired cattle wander freely across the lowlands, with shaggy sheep favouring the hillsides. Between the larger farms are innumerable crofts that, in the right season, cultivate grains, and a peculiar dark, spongy, purple vegetable that forms the basis of many meals for the thralls here. Jarl Asbjørn Dalgaard once ruled here, before their [[The_current_when_it_serves#The_last_village_.28Conjunction.29|death]] at the hands of Imperial heroes. Now, Eluf Asbjørnsson holds the Jarls hall up near the northern border with Iron Stand. It is to him that the thralls turn when the Empire arrives.&lt;br /&gt;
&lt;br /&gt;
To his credit, Eluf does his best, but he is absolutely outclassed. He can&#039;t even delay the forces ranged against him in any meaningful way, and clearly sees little profit in throwing the lives of his warriors away in a futile attempt to stem the tide of Imperials. Instead, he sends swift-footed messengers north and west, warning the rest of Skallahn what is coming. Within a few days, the first soldiers from the garrison at [[Skallahn#Kierheim|Kierheim]] cross the border into Greenwall, scouting out the Empire&#039;s force and doing their best to harry their advance guard. They aren&#039;t alone - the banners of the wealthy Jarl of Aftanes are quickly spotted among their number. Indeed, the Jarl of Aftanes themselves appears to be in charge of the defence; it&#039;s not clear why the Jarl of Kierheim is not taking the lead. Jarl Ustigar is dead, but surely his successor should be at the forefront of the defence of Skallahn?&lt;br /&gt;
&lt;br /&gt;
The Jotun are on the defensive, right from the get-go. The warriors arrayed against them are massively outnumbered; even when warriors from the fort of [[Skallahn#Ulfrsborg|Ulfrsborg]] begin to arrive, they are outmatched. The Burning Falcon and the Green Shield are almost irresistible, it seems. Nothing will stand between them and [[Army_qualities#Glorious|triumph]] over the Jotun. Time and again, Winterfolk and Freeborn alike strike where the fighting is fiercest, seeking to confront the mightiest enemies and best defended positions, and rout them. Soldiers of both armies openly seek to outdo one another, boasting and goading their fellows to even greater acts of risky heroism. The Jotun, needless to say, rise to their challenge, relishing the chance to test their own strength against these valiant foes.&lt;br /&gt;
&lt;br /&gt;
The Narwhal&#039;s Spear and the Valiant Pegasus are barely a step behind them. While their attacks are more focused on strategic gains, they still drive themselves to [[Army orders#Overwhelming Assault|overwhelm]] the Jotun, to shock and awe them into inevitable retreat. The knights of &#039;&#039;Mistress Malachie&#039;&#039; cheer the Highborn in particular onward, even as they hurl themselves into the fray with their twin-blades singing through the frigid air. The soldiers of Highguard, for the most part, resist the enthusiasm of the creatures of Summer, but as the campaign draws on, it becomes just that little more difficult not to give in to their exhortations to greater and greater deeds.&lt;br /&gt;
&lt;br /&gt;
Greenwall is, at the end of the day, a land of farmers. Jarl Eluf raises his [[Jotun#Fyrd|fyrd]] and joins the soldiers from Kierheim and [[Skallahn#Ulfrsmoor|Ulfrsmoor]], but in the end, is forced to retreat just as his father was forced to retreat before him. The snow-scattered farmlands fall to the Empire, all resistance crushed. Only thralls remain - and as is so often the case, they sadly seem unable to entirely understand that they are free now. They listen, and they nod, and then they go back to their farms and wait. It is frustrating, particularly to the Freeborn, that these people seem to refuse to understand that they do not have to stay here, are not expected to turn over their meagre supplies of food to the Imperial armies, that they have been liberated and not conquered. It is a familiar problem; a people whose culture tells them that they are servants rather than masters.&lt;br /&gt;
&lt;br /&gt;
Regardless, the Imperial advance barely breaks a stride as it crosses Greenwall; the true prize awaits ahead. Rich [[Skallahn#Bjarkey|Bjarkey]] and the city of Kierheim itself.&lt;br /&gt;
&lt;br /&gt;
==Kierheim==&lt;br /&gt;
The city where Jarl Ustigar once ruled in the name of the Queen lies at one end of the [[Skallahn#The_Kongegőr|Kongegőr]]. The bridge connects Skallahn to Hordalant, and Kalsea to Narkyst. Much of the prosperity of Kierheim comes from the traders who pass back and forth across the Kongegőr, trading the mineral wealth of the north for the victuals of the south. By the time the Imperial armies press into Bjarkey, the barbarian defences are settled against them. The garrisons of both Kierheim and Ulfrsborg are arrayed against them. Warriors from all across Skallahn come to support them, come at the command not of the Jarl, but of Queen Yrsa Jansdottir herself. It seems the Jarl of Jarls, the first among equals and the ruler of the northern Jotun, is still in Kierheim.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Determination of Ice.webp|caption=&#039;&#039;&#039;Determination of Ice Kaisa&#039;&#039;&#039;, General of the Narwhal&#039;s Spear|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Her presence is explained by tales extracted from frightened thralls and captured Jotun. [[Bedight_in_veils#The_Jarl&#039;s_Death|Jarl Ustigar is dead]]; he died fighting the General of the Green Shields as a champion of his people. It should be a simple matter for his heir to take command of Kierheim. Yet there is apparently no clear successor; Ustigar asked that the Queen appoint the new Jarl partly so that they might begin their rule free of the shadow of his influence. The Jotun are not that dissimilar to the Empire, it seems. Imperial citizens rarely see their politics at work, for they keep such things far from the battlefield, but it seems the Jotun are as given to favouritism, manoeuvring, and patronage as any League or Freeborn citizen. The Queen is still here because there are three candidates with a good claim to the Jarldom, and none of them will step aside in favour of one of the others.&lt;br /&gt;
&lt;br /&gt;
Each is popular, experienced, and a hero of their people. Deciding the matter with a contest of arms might be traditional, but there is no certainty that such a contest would actually settle things. There is also the risk that it might spill out of control, perhaps split the people of Skallahn when they must be unified. Queen Yrsa has sent north, it seems, to [[Tromsa#Majastind|Mount Majastind]], for a certain &#039;&#039;ghodi&#039;&#039; who hears the voice of [[Elite_Jotun_troops#Ulvenwar|Ulven]] especially clearly. Renowned for their wisdom, they can be trusted to choose with an even hand, present an outcome that will at least quiet rival voices, and not risk the position of the Jarl of Jarls. She may be called queen, but Yrsa Jansdottir - like the King of the south - is first among equals, and while her jarls do not say as much out loud, while they swear oaths of fealty, they do not sacrifice their pride or their ambition in the name of thoughtless service.&lt;br /&gt;
{{CaptionedImage|file=Osric5853.jpg|caption=Iron Osric, General of the Green Shield|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&lt;br /&gt;
Regardless, the presence of the Queen simply means that the defence of Kierheim is being directed by one of the mightiest heroes of the Jotun. The bulk of the barbarian armies are in the south, fighting in the Marches. Skallahn does not have to drive the Empire&#039;s mighty armies out; it just needs to survive until the Queen can call her jarls back from the south to defend their lands. Messengers no doubt are already racing through Hordalant to Bregasland and Mitwold, but there is no chance of reinforcements until after the Winter Solstice. In the meantime, they must do everything they can to hold Bjarkey, to hold Kierheim, and to prevent the Empire from taking control of the northern end of the Kongegőr. &lt;br /&gt;
&lt;br /&gt;
(And there are signs - scraps of evidence - that the Queen has not only sent messengers south to the Marches. Rumours of a certain Jotun wizards sent to petition aid from the [[Eternal|Lords of Summer and Ladies of Autumn]] at those manses built to allow such negotiation. Unsourced gossip of a fast ship, crewed by thralls whose loyalty to the queen is without question, sailing into the teeth of the Winter gales that batter the coastline into the [[Sea of Snow]] to [[Bryadvik]] and mysterious [[Fjorknae]] to call the jarls of the west to Skallahn.)&lt;br /&gt;
&lt;br /&gt;
The Walls of Kierheim are high, and strong, but they must stand against not only the soldiers of Wintermark and Highguard and the Brass Coast but against the hammers of Autumn. The Sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]] are [[Army qualities#Contracted|bound by contract]] to aid the third Imperial Orcs army when they are called upon. This season, it is the [[Estavus|Lady of Shikal]] whose servants fight alongside the Unshackled, and they bring with them the terrible siege engines of the City of Fire and Stone. Once the armies come within sight of the walls, the word is given, and the brazen heralds and minotaur engineers unleash hell against the fortification. Great mechanical catapults and trebuchets pound the walls directly, while six metal siege towers creak across the battlefield, driven by clever engines crafted in the Autumn realm. Steel siege ladders are deployed to allow Imperial soldiers to take the fight directly to the defenders atop the walls. A massive covered ram, crafted from a column of volcanic stone and bound with green iron, is deployed to breach the gates of Kierheim. There will be no prolonged siege here, not if the Autumn Hammers have their way.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Xenia i Erigo.jpg|caption=&#039;&#039;&#039;Xenia i Erigo&#039;&#039;&#039;, General of the Fire of the South|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the gates finally break under the relentless onslaught - in spite of the runes laid into their surface to ensure such a thing never happens -  the armies of the Empire pour into Kierheim. It must seem that the fight is over, that this is the end, but celebration proves premature. The Queen herself leads the defenders in a counter-charge, the Jarl of Aftanes and his family at her side, and all three of the contenders for the Jarldom, leading their own warbands in defiance of the Empire. Blood flows, the air rings with cries of challenge, and the hammering thunder of the siege engines. Unshackled and champion, Freeborn and yegarra, Winterfolk heroes and Jotun, Highborn and barbarian; the fighting spreads through the stone-lined streets, the thatched halls, even to the court of the fountain that lies before the palace of the Jarl of Kierheim.&lt;br /&gt;
&lt;br /&gt;
==The Walls Hold==&lt;br /&gt;
In the end, though, the Jotun defenders have the edge. The Imperial forces are pushed back through the broken runemarked gate, and the siege engines fall silent. The Queen and her Jarls hold the city - just - against the Imperial assault. Yet the walls of Kierheim, the great fortification that has proudly ringed the seat of the Jarl since before the days of Emperor Guntherm, are cracked and battered. The walls have been stormed, the gates shattered, and the garrison has paid dearly to keep the city for another day. As the Winter Solstice dawns, the Empire&#039;s armies are camped before the walls; they have most of Bjarkey under their control and the whole of Greenwall. There can be little doubt that reinforcements are on their way - the Jarls of Tromsa and Bryadvik, and perhaps even distant Fjorknae, cannot deny the call of the Queen. There has been evidence in the past that the Jarls of Skallahn have good relations with the sovereign-lords of the [[Realms#Autumn|Iron Labyrinth]], and half the armed force of the Jotun currently engaged in [[the Marches]] owe fealty to Yrsa Jansdottir. Will it be enough to hold the Empire, to reclaim Skallahn? Or will the hammer of Autumn and the brazen fires, and the shield and spear, and the spreading wings of the pegasus, take the city of Jarl Ustigar and create a fracture-line between the north and the south?&lt;br /&gt;
&lt;br /&gt;
The runes are still bouncing on the cloth; the future is not yet written.&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
AutumnHammers colour.png&lt;br /&gt;
BurningFalcon Colour.png&lt;br /&gt;
TheFireoftheSouth Colour.png&lt;br /&gt;
GreenShields Colour.png&lt;br /&gt;
Narwhal&#039;s Spear.webp&lt;br /&gt;
ValiantPegasus Colour.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SkallahnStrategic.png|width=300|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has captured Greenwall and is three-quarters of the way toward seizing Bjarkey&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control of Bjarkey will grant control of the northern end of the Kongegőr&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Walls of Kierheim still stand but have taken a serious pounding&#039;&#039;&#039;&lt;br /&gt;
The Empire took the defenders of Skallahn by surprise with their bold attack. Imperial forces have conquered Greenwall, and are three-quarters of the way toward conquering Bjarkey. The new fortification rules come into effect at the start of the Winter Solstice, which have implications for the conquest of Bjarkey, but this season has seen the [[fortification#Bastion|bastion]] take significant damage, and the [[fortification#garrison|garrison]] significantly damaged. Our rules team is currently putting together a short [[Rules update 2026|update]] as to how the transition to the new fortification rules will affect existing campaigns which we anticipate being presented shortly. We&#039;re asking people to hold off on queries until this goes up.&lt;br /&gt;
&lt;br /&gt;
Control of Bjarkey brings with it control of the northern end of the Kongegőr. As laid out by the [[Appraisal#The_Prognosticators_Office|Prognosticators Office]] by [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana]], this would present a [[A_bridge_too_far#Brute_Force|strategic opportunity]] to split the northern Jotun kingdom off from the southern kingdom.&lt;br /&gt;
&lt;br /&gt;
Finally, the Jarl of Greenwall has raised their [[Jotun#Fyrd|fyrd]] - gathered their household warriors around them - and fight now to defend Skallahn from Imperial forces. &lt;br /&gt;
===Participation : Valiant Pegasus===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit fought with the Valiant Pegasus alongside the Knights of Glory may receive a special benefit&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Assembly_Highborn.png|width=300|align=right}}&lt;br /&gt;
While the Valiant Pegasus assayed an overwhelming assault against the Jotun in Skallahn, they were accompanied by [[Knights of Glory|Summer knights]] drawn from the realm of Eleonaris. Those knights enthusiastically participated in the bold action, urging the soldiers that fought alongside them to throw themselves into glorious battle against the barbarians. Any character whose military unit supported one of these three armies may choose to have embraced the experience of battling alongside the heralds of the [[Eleonaris|Lady of Pennants]]. &lt;br /&gt;
&lt;br /&gt;
* If you possess the [[heroic skills#hero|hero]] skill, you may choose to increase your number of hero points by one until the end of the Winter Solstice. &lt;br /&gt;
* If you do not have the hero skill, you gain an additional temporary hero point which, once spent, is permanently gone. It will have faded entirely by the end of the Winter Solstice, regardless.&lt;br /&gt;
Anyone who chooses to gain this benefit also experiences a [[roleplaying effect]] that lasts until the end of the Winter Solstice: &#039;&#039;You feel the urge to do great deeds that will make you the centre of attention, and take particular pleasure from approval and adulation. You feel the urge to do things that demonstrate your prowess as a powerful warrior. Being overlooked or dismissed may cause you to lose your temper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Highborn character whose military unit supported the Valiant Pegasus may accept this boon and roleplaying effect, or they may choose to actively resist the influence of the Summer heralds. If you wish, you may email {{plot}} before the end of March, indicating that you sought out the aid of one of the priests that march with every Highborn army. Instead of the benefit above, you may instead specify that you received one of three [[anointing|anointings]] - the [[Auras_of_Pride#The_Wellspring_of_Pride|Wellspring of Pride]], the [[Auras_of_Vigilance#The_Demands_of_Vigilance|Demands of Vigilance]], or the [[Auras_of_Vigilance#The_Preparations_of_Vigilance|Preparations of Vigilance]]. You won&#039;t need to provide any [[liao]], and this anointing will have a strength of only 1 (meaning it will not replace a more powerful aura). It will persist until the start of the Spring Equinox 388YE, or until removed or replaced. If you take this option you are encouraged to express the concerns that led you to seek it out, once the game begins.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Red_skies&amp;diff=134289</id>
		<title>Red skies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Red_skies&amp;diff=134289"/>
		<updated>2026-02-13T10:10:47Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Red sky in the morning.jpg|caption=The sun rises red, sets red, and in between, the seas run red.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Pure Morning==&lt;br /&gt;
The sun drags itself from its bed, spilling crimson across the eastern skies. It rises over [[Sarvos]], where the [[Red Wind Corsairs]] have left the safety of the shores and now ride the waves. The expertise of the [[corsair|corsairs]] of [[the Brass Coast]] has transformed the army into a naval force of swift, deadly Freeborn vessels. Many of the soldiers are scions of the corsair families of [[Madruga]] and [[Feroz]], eager to take their vengeance on the &#039;&#039;Children of Wrecks&#039;&#039; who stole their island homes. They are not alone. &lt;br /&gt;
&lt;br /&gt;
Over a hundred and fifty [[fleet|ships]] belonging to Imperial captains come to fight with them as the red dawn breaks. It hearkens back to the days of the [[Freeborn Storm]], when the sailors and marines of the greater Empire fought the Grendel in the waters off distant Urizen. While the majority of these crews are Freeborn, a great many sail under the glorious flags of Dawn. Indeed, there are representatives of every nation save the Imperial Orcs here - a nation not much known for its maritime prowess. There are even a scattering of ships from Urizen who have swept west across the Bay to bring justice to the Gathered Storm. Many of these vessels and crews are [[enchantment|enchanted]] with [[Piranhas Devour the Kraken|a newly established ritual]] that fills the crew with boisterous [[Summer magic]], and with the certainty that they can take on the entire world and win. Over the screams of the gulls, the wind resonates with voices raised in song and challenge.&lt;br /&gt;
&lt;br /&gt;
For their part the Gathered Storm, the naval forces of the Children of Wrecks, are likewise bolstered by the ragtag mess of raiders and murderers called to the Bay of Catazar by the promise of blood and loot from across the six seas. The &#039;&#039;Storm&#039;s Child&#039;&#039; is the vicious heart around which they gather, the flagship of the navy brought together by wrack and ruin. As well as dozens of disparate pirates, there are those Imperial traitors who have escaped justice - perhaps they relish the chance to test themselves against the ships of those still loyal to the Empire?&lt;br /&gt;
&lt;br /&gt;
Two navies face off then, surrounded by a penumbra of independent vessels. The coast of Sarvos is not big enough for the both of them, and as the sun crests the vault of the heavens, the sharks of war are loosed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[File:RedWindCorsairs_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Red Wind Corsairs|The Red Wind Corsairs, as deadly at sea as they are on land.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==In the waters off Trivento==&lt;br /&gt;
The Gathered Storm have twice now attempted to raid the shores of Sarvos, with mixed success. In the run up to the Autumn Equinox, their attempt to pillage Trivento was stymied in part by the presence of the Red Wind Corsairs. After the Equinox, their approach changes. With base cunning, they lay a trap for the Corsairs. Rather than attack the coast directly they plan to [[Navy_orders#Harry Shipping|assail the Corsairs]] directly, obviously expecting them to be focusing their effects on [[Navy_orders#Defend_the_Coast|defending the coast]].&lt;br /&gt;
&lt;br /&gt;
In this, as in so much else, the bloodthirsty pirates inspired by the ruinous power of &#039;&#039;Maelstrom&#039;&#039; demonstrate again that brutality is no substitute for strategy. As the pirate ships rally, vessels from across the Empire converge on the Red Wind Corsairs. As the raiders deploy their strategy, they find the corsairs committed to a furious offensive. &lt;br /&gt;
&lt;br /&gt;
Swift Freeborn vessels, supported by an array of Imperial warships from across nine nations, sweep along the coast. They intercept the Gathered Storm coming the other way, and battle is joined. At first it looks as if the forces might be just matched enough that the engagement will be inconclusive. The Gathered Storm has been weakened by six months of ineffective fighting along Sarvos, but the Red Wind Corsairs have suffered losses of their own in the defence of the League coast. It would be hard to predict who would win - a coin toss whose outcome would be shaped by the vagaries of wind and water as much as skill or strategy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Sarvos is safe, by Freeborn steel and League ingenuity. With the bold fleets of the Empire, we give chase. The Children of Wrecks and off the coast of Sarvos. Chase them where they run, as far as Feroz if necessary. Take them in a naval engagement, Chiara i Zayden i Riqueza takes the helm. The words of Constanza i Kalamar i Guerra go with us. Sink them to the bottom of the bay.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;	&lt;br /&gt;
Yet the Red Wind Corsairs are not fighting alone. As the battle begins, dozens of Imperial vessels arrow in from the south. Used to operating individually, the captains of the Empire&#039;s independent ships flank the Storm and punish their miscalculation with ruinous effect. Most of these fleets are bolstered by Summer magic that, while it does little to help their cohesion, grants supernatural strength to the marines and the hulls of the ships and drives them to seek victory over the foe.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Joaquim i Erigo.jpg|caption=&#039;&#039;&#039;Joaquim i Erigo&#039;&#039;&#039;, General of the Red Wind Corsairs|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
A Grendel force faced with such odds might seek an orderly retreat, an opportunity to reevaluate their strategy in the face of such an egregious error. Not the Gathered Storm; the madness of Siakha flows through their veins like crimson seawater. They &#039;&#039;relish&#039;&#039; the opportunity to fight the sailors of the Empire. With bloodthirsty roars, they leap into the fray with only scant concern for their lives. The decks of Imperial and pirate ships alike are awash with violence and death. &lt;br /&gt;
&lt;br /&gt;
The heralds of Siakha are here as well, the carcharadons and the tempests and a handful of even [[Inhabitants of the realms#Guardians|stranger creatures]]. The waters churn, and anyone who goes overboard is unlikely to survive long enough to be rescued. There is no finesse on the part of the Children of Wrecks, just blunt savagery employed to shed as much blood as possible in the name of their crazed mistress.&lt;br /&gt;
&lt;br /&gt;
Ships burn, ships sink, ships are captured. Sailors die on all sides, coughing out their life onto salt-slick decks. The preternatural servants of Siakha exult in the chaos and ruin. Yet the outcome cannot be in doubt. Inexorably, it becomes absolutely clear to the Gathered Storm that they cannot prevail against the commitment of the Red Wind Corsairs. Years of anger, brewed and banked since the loss of the Freeborn Storm, stewed in the frustration and feeling of powerlessness in the wake of the fall of Shantarim and the harrowing of Osseini, of a decade of struggling with superior naval forces, is unleashed against the Children of Wrecks.&lt;br /&gt;
&lt;br /&gt;
The sun turns the western sky crimson as it tumbles down behind the mountains of distant Kahraman. As the evening gathers in, pirate vessels begin to break off from the battle, fleeing west along the coast. A handful at first, then more and more, as if those first few were the cracks in the dyke that presage utter destruction. The Gathered Storm breaks, routed, and flees. There is little enough discipline among pirates in the first place, and that is both a good thing and a bad thing. Good because once the tide turns against them it turns &#039;&#039;hard&#039;&#039;, bad because the individual vessels are used to working on their own and though they are scattering they are not falling apart. Not yet.&lt;br /&gt;
&lt;br /&gt;
A red sky at night may be a good omen, but as the sailors of Wintermark might be quick to point out, the risk with omens is that one can never be &#039;&#039;sure&#039;&#039; who they are for. &lt;br /&gt;
&lt;br /&gt;
The Corsairs do not falter. They take a moment to regather - to assess those ships too damaged to join the pursuit and send them to the safe haven of the Sarvos docks, to Caricomare and Trivento -  and then they are after the fleeing pirates. &amp;quot;&#039;&#039;Chase them where they run, as far as Feroz if necessary&#039;&#039;.&amp;quot;&lt;br /&gt;
==Swords of the South==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Kobol.PNG|align=left|caption=Kobol is named the Maiden of Battles, and is said to be the most popular of the Suranni gods.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
And speaking of Feroz... let our mind&#039;s eye arrow south and west along the coast. Past the cities of Madruga, where the vigilant watch the sea with trepidation. Past the great marshes woven with chaos magic, and the place where the City of Sails once stood. Past Oran, still seeking the shape of its future. Down along the coast as we angle out to sea, across the scattered islands of the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Once upon a time these islands were the pride of the corsair families of Shantarim, and Cazar and a dozen smaller households. The pride of the justicars, those priests whose calling was to tend the dead of the Bay of Catazar. Sapphire blue waters and golden beaches and... now twisted by the magic of the Spring realm, waters seething with immature [[Mundane_beasts#Kraken|kraken]] and haunted by worse things. Wracked with storm winds and hail. The towns that once welcomed Freeborn sailors home now battered and broken first by the [[Asavean Archipelago|Asavean allies]] of the Grendel then by the Children of Wrecks.&lt;br /&gt;
&lt;br /&gt;
While the majority of the Wreckers&#039; forces are in the north eager to batten on the wealth of Sarvos, there are still Wreckers who have stayed &amp;quot;home&amp;quot; preferring the easier pickings along the coast of Feroz. Of late they have found their prey less amenable to being savaged, however. The orc soldiers of [[387YE_Summer_Solstice_Senate_sessions#Recognise_Protectorate_of_Gallum_Fiersach|Gallum Firesach]], the [[fortification#Bastion|garrison]] of Mora&#039;s Rock, have been true to their words and deploy their forces to protect the southern Freeborn coast from the raiders and their unnatural bloodhungry allies.&lt;br /&gt;
&lt;br /&gt;
Yet it is not the Grendel protectors who the Wreckers should be afraid of. It isn&#039;t just the Empire that has suffered indignity at the hands of the chosen of Siakha. Last year the Wreckers [[Children_of_Wrecks#Jailbreak|launched a raid]] against [[Bay_of_Catazar#Axiom_Prison|Axiom prison]], freeing prisoners including high-ranking magicians and cultists of the Surrani [[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|God of lies and corruption]]. Rumour suggests there has been some back-and-forth negotiation between the [[Iron Confederacy]] and the Empire, but it seems to have come to nothing. Now though, the Suranni are on the move. There is speculation that a [[Bedight_in_veils#Grim_Magics|wicked curse]] on the lands of the powerful [[Bay_of_Catazar#Kalino_(or_“Arbonne”)|Duke of Arbonne]] has been the final straw. While suggestions from the [[Ambassador to the Iron Confederacy]] that the Wreckers may have been involved were initially greeted with scepticism, it looks as if opinion has shifted. One insult from the Children of Wrecks too many, perhaps, means the Dukes are seemingly done with waiting. Perhaps also they are done with diplomacy, at least on this matter.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Baroness Ursule DuMoi, Admiral of the Wings of Kobol&amp;quot;&amp;gt;Enough is enough. We sail in the shadow of Kobol, north from Arbonne to the islands of Feroz. We do not fear the tempest, or the beasts of the storm, for the Maiden of Battle stands beside us at the wheel. Only those who collude with the slaves of Dumon need fear; and they will learn there is a heavy price of harming the children of Suran.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;	&lt;br /&gt;
While the Gathered Storm and the Red Wind Corsairs clash off the coast of Sarvos, a Suranni navy - the &#039;&#039;Wings of Kobol&#039;&#039; - unexpectedly sails up the coast from the south, into the Cazar Straits. The ships have none of the grace or beauty of the vessels that once formed the Freeborn Storm - they are blocky and ugly to the eyes of the corsairs. Slower, but also sturdier than equivalent Imperial ships. Rich moody greens, dark reds, and threatening black flags and standards fly above their decks, and the sails of each ship are marked with the naked sword of the [[Suranni_pantheon#Kobol_the_Warrior,_Maiden_of_Battle|Maiden of Battle]]. The ships attract the seabeasts like a dinner gong, but the immature kraken are no match for a full-strength navy. Some ships are damaged, but the immature kraken - barely a show of what they might become if allowed to mature - are taught to seek easier prey. The &#039;&#039;Wings of Kobol&#039;&#039; ignore the [[Feroz#Isle_of_the_Osseini|Isle of the Osseini]], targeting instead the ruins of [[Feroz#Shantarim|Shantarim]] and Cazar.&lt;br /&gt;
&lt;br /&gt;
The Suranni ships do not sail alone. There are reports of not one, but two armies; one in the colours of the Duke of Arbonne, the other bearing banners of the white bird against the golden sun - the army [[Soldiers_of_Suran#Our_First_Soldiers|encountered by Marko Siwarsbairn]] in [[Bay_of_Catazar#Veroigne|Veroigne]] earlier in the year. Both forces are supported by [[military unit|disciplined soldiers]] of the Iron Confederacy bearing the livery of half a dozen of the southern Dukes accompanying them. They do not threaten the Freeborn - they do not attempt to approach the coast of [[Feroz#Fontargenta|Fortargenta]] or [[Feroz#Oranseri|Oranseri]]. Their focus is entirely on the Children of Wrecks.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorIronConfederacy.png|caption=&#039;&#039;&#039;Tethros i Zuhri i Erigo&#039;&#039;&#039;, Ambassador to the Iron Confederacy|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
And that focus is utterly without mercy. Those pirates who do not die in battle are summarily executed, beheaded with the same uncaring ruthlessness that one might squash a fly. Panic sets in among the Children of Wrecks, but they are in no position to launch much of a defence. The bulk of their forces are busy fighting the Red Wind Corsairs; their magical protections are centred around the churning maelstrom that was once the [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]]. They are barely able to put up a fight against the tide of iron that crashes down on them from the south.&lt;br /&gt;
&lt;br /&gt;
As the Winter Solstice draws closer and the weather worsens even more, all signs point to a crushing Iron Confederacy victory over the Children of Wrecks in Cazar Straits. In a very real way, however, this seems to be simply a case of one problem being replaced by another. The islands were not Imperial territory, but surely the Suranni must know that this is only a technicality - that the islands belong to the Freeborn? Yet they show no signs of withdrawing, and there has been no official correspondence as far as the Empire can say. Gallum Firesach has been swift to respond - his soldiers will attempt to defend the coast of Feroz against the Iron Confederacy if it comes to it. The Grendel warriors have no love for the Suranni. Yet the Castellan of Mora&#039;s Rock is under no delusions - the garrison cannot hope to do more than delay any serious invasion from the Confederacy, and his Fidelity means he will not throw away the lives of his loyal soldiers if there is no profit in it.&lt;br /&gt;
&lt;br /&gt;
What are the Suranni doing? What are their aims? Eyes turn toward the office of the [[Ambassador to the Iron Confederacy]], as &#039;&#039;&#039;Tethros i Zuhri i Erigo&#039;&#039;&#039; may know more.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=SiakhaArt.jpg|caption=Harbinger of chaos and ruin, &#039;&#039;Maelstrom&#039;&#039; does not care who is on the receiving ends of her boons.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chase them where they run==&lt;br /&gt;
The Gathered Storm and the Red Wind Corsairs know nothing of this, of course. They know only the immortal dance that is &#039;&#039;predator&#039;&#039; and &#039;&#039;prey&#039;&#039;. The Children of Wrecks have gone from driving the hounds to running before them. They sail out of Sarvos into Calvos Sound, with the Corsairs hot on their heels. Matters are complicated by the [[Thunderous Deluge|thunderous deluge]] battering Madruga, but the worst of its effects are focused inland. The seas, while their rise wild, are only a little more dangerous than usual for the experienced captains fighting across the western Bay. There are multiple smaller engagements - those captains whose crews revel in Summer&#039;s bounty tear ahead of the bulk of the navy tearing into the routed Wreckers whenever they can. &lt;br /&gt;
&lt;br /&gt;
There is nowhere for the Wreckers to hide. They could try and run to ground at Calvos, but they are not foolish enough to get themselves caught between the defenders of Calvos and the pursuing Corsairs. Nor are they desperate enough to stand and fight (not yet at least).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the decision about whether there will be another battle does not lie in the hand of the Wreckers. The Red Wind Corsairs are ultimately faster, and more focused on bringing an end to the Gathered Storm. Ships clash, and drown in the hungry waters of Calvos Sound, and the Wreckers continue to flee. If they can make it to Free Landing they may have a chance. The maelstrom there still spits out the blood-mad servants of Siakha. The tumultuous gyre there serves their mistress, not the Empire. If they can reach Atalaya they might turn at last, and face the overwhelming Imperial force toe-to-toe with a chance of at least holding them back until High Priestess Shivaarn and her sorcerous lieutenants can draw more power from the Spring realm to stymie the Empire again...&lt;br /&gt;
&lt;br /&gt;
Everything falls apart a scant two dozen leagues or so from the northernmost islands of Free Landing. With their destination almost in sight, the Red Wind Corsairs finally catch up with them. To their &amp;quot;credit&amp;quot;, the Wreckers turn to face the coming storm - but only when it is clear that continuing to flee will seal their fate regardless. The battle of Calvos Sound is even more bitter, more soaked in blood and slaughter, than that fought in the waters south of Trivento. There&#039;s neither mercy offered nor quarter demanded. In the end, perhaps, the Wreckers pay the price for relying on the boons of Siakha. The bloodlust overwhelms their self-preservation, pushes them to fight and to take as many Imperial sailors as they can, with them down into the ravenous waters of death.&lt;br /&gt;
&lt;br /&gt;
Scores of Siakhan beasts pour up from the islands to the south, from the open vortex torn into the world by the treachery of High Priestess Shivaarn. With them comes the storm. The sky darkens, black clouds racing north against the wind in defiance of natural lore. Rain pounds the decks, the waves thrash against the hulls of fragile ships locked in a fight to the death. Lightning rips across the sky, thunder drowning out the cries of the dying and the damned.&lt;br /&gt;
&lt;br /&gt;
(And perhaps there is an irony here. Siakha relishes the unleashed fury of the Freeborn just as she does the bloodthirst of the Children of Wrecks. She is an even-handed monster, after all, and today she does not play favourites, not when there is such a feast of death and ruin and carnage to harvest. There are witnesses, shuddering as they speak, who report carcharadon forgetting whose &amp;quot;side&amp;quot; they are on and falling on the defeated Wreckers they fought beside only moments before. There is no mercy for Imperial sailors... but no mercy for the pirates, either. At the end of the day, when the sky burns red, Siakha does not care &#039;&#039;who&#039;&#039; spills out their lifeblood into the depths of the thirsty sea as long as &#039;&#039;someone&#039;&#039; does.)&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[File:FreebornStorm_Colour.png|link=Freeborn Storm|The Freeborn Storm are gone,  their fire might still blaze again.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Suddenly, between one breath and the next, the winds die. Sails hang loose and empty. The waves still, the roar of the tempest goes silent. The standard of the Red Wind Corsairs raised on the bloodsoaked decks of the &#039;&#039;Storm&#039;s Child&#039;&#039;, the flagship of the Gathered Storm, [[The_gathering_storm#Objective:_Recover_the_Storm&#039;s_Child_figurehead|stolen figurehead]] gleaming at the prow. The supernatural servants of Siakha fall back into the water, begin to scatter, called south by some unheard sound only they can hear. The last few ships of the Gathered Storm limp desperately away, but they do not get far. The short-lived naval forces of the Children of Wrecks founder on the rocks of the Empire, on the passion of the Red Wind Corsairs, the courage of Imperial captains who heard the call and answered it in force.&lt;br /&gt;
&lt;br /&gt;
The Red Wind Corsairs have suffered losses, but only in a limited capacity. Their superior strategy, in the face of the Wreckers&#039; hubris, means that while the Storm is utterly broken less than four hundred sailors and mariners have fallen. Many more are injured - even in defeat, the Children and their Siakhan allies are utterly brutal - but the Corsairs themselves are victorious.&lt;br /&gt;
&lt;br /&gt;
Not everyone is accounted for; some of the pirate fleets hold together under their ruthless captains and break for open waters while the Gathered Storm and the Red Wind Corsairs fight. High Priestess Shivaarn is not accounted for, either, and it is not clear the elusive chosen of Siakha was ever here. Yet there can be no doubt that the strength of the Children of Wrecks has been broken. They still control their stronghold in Free Landing, but their ability to reach beyond the islands has been savagely curtailed. Their forces in Feroz have been crushed by the Suranni, and their hold over Madruga is now tenuous at best. It is not even entirely clear if they will continue to &amp;quot;enjoy&amp;quot; the favour of the fickle &#039;&#039;Mistress of Tooth and Gale&#039;&#039; in the face of such utter defeat.&lt;br /&gt;
&lt;br /&gt;
==The Flight of Gulls==&lt;br /&gt;
It is a small thing, but there is one last matter to mention. As the last of the wreckage sinks beneath the waves, as the Red Wind Corsairs dock at Calvos and the Suranni forces complete their harrowing in Feroz, a message wings its way east from Madruga. Tied to the leg of a mad-eyed gull, wings wide as it glides along the coast.&lt;br /&gt;
&lt;br /&gt;
The gull does not reach its destination, whatever that might be. A keen-eyed soldier watching for just such a messenger from the Great Chain in Sarvos brings it down with a well-placed crossbow bolt. The message tied to its leg is in code, but not a particularly complex one. It is a short message, and one whose contents spread quickly through the markets and alehouses of the City of Masks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The Red Wind Corsairs have taken to the sea,&#039;&#039;&amp;quot; it reads. &amp;quot;&#039;&#039;They are in Madruga.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perhaps it is the only such message to be sent, in this familiar Grendel cipher. Perhaps this interception means the [[orc|orcs]] of the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]] will remain unaware of the lone Imperial navy now sheltered in Calvos Sound.&lt;br /&gt;
&lt;br /&gt;
Perhaps.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Gathered Storm has been destroyed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs have moved to Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Iron Confederacy has conquered the Cazar Straits in Feroz&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Children of Wrecks continue to hold Free Landing in Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The General of the Red Wind Corsairs has possession of the stolen figurehead&#039;&#039;&#039;&lt;br /&gt;
The Empire has been victorious, in part due to a miscalculation by the Children of Wrecks but mostly thanks to the overwhelming numbers of Imperial fleets that joined their assault. The Gathered Storm is destroyed, and with it the Wreckers&#039; ability to directly threaten the coast of the Bay of Catazar. The Red Wind Corsairs have pursued the Gathered Storm to Madruga; this is not a standard situation but we&#039;ve made the decision to do this to support the narrative and in accordance with the orders of the General.&lt;br /&gt;
&lt;br /&gt;
The General of the Red Wind Corsairs has captured the &#039;&#039;Storm&#039;s Child&#039;&#039; - the flagship of the Gathered Storm, which bears the stolen figurehead which once sailed at the front of the &#039;&#039;Freeborn Storm&#039;&#039;. The decision about what to do with this spoil of war is ultimately up to the General of the Red Wind Corsairs. The figurehead would make a fine prow for any Freeborn [[fleet]], inspiring everyone who sailed in it (it would allow a Freeborn fleet owner to [[fleet#upgrade|upgrade]] their fleet for two wains less than normal). Alternatively, the prow could be given to the [[Brass Coast egregore|Freeborn egregores]] who would use it to rally Freeborn families to support the creation of a new [[Imperial navy|navy]], creating an [[opportunity]] for the Freeborn Storm to ride the waves again. The general can make their decision known by speaking to the Herald of the Council or the egregores of their nation.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Empire is sinking the Gathered Storm, a navy and two armies have come north from the Iron Confederacy and scoured the Children of Wrecks&#039; stronghold in Cazar Straits. They have not engaged Imperial forces at all, but they have now claimed the island region. It&#039;s not clear what the diplomatic situation is; it&#039;s possible the Ambassador to the Iron Confederacy knows more.&lt;br /&gt;
&lt;br /&gt;
Free Landing remains in the hands of the Children of Wrecks, and the &#039;&#039;maelstrom&#039;&#039; that churns where the Shining Beacon once stood continues to offer magical protection to the region. Following the changes to the [[fortification]] rules, &#039;&#039;The Maw of Siakha&#039;&#039; represents magical wards fuelled by ongoing Spring magic. These wards provide 4,000 strength towards determining victory and inflicting casualties, but only if Free Landing is directly attacked. The wards do not suffer casualties - there are always more Siakhan heralds and monsters to contend with - and it is not possible to enchant them, nor support them with military units.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Blood-red_blooms&amp;diff=134288</id>
		<title>Blood-red blooms</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Blood-red_blooms&amp;diff=134288"/>
		<updated>2026-02-13T10:07:40Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Red water lily flower.jpg|caption=In Urizen, red flowers represent Courage.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==In the Footsteps of the Dead==&lt;br /&gt;
The [[Fist of the Mountains]] broke themselves to preserve the spires of Elos. Denying the Grendel a ruinous weapon of the Spring Realm looted from the fallen Temple of Tempest Jade, the orcs of the Broken Shore must adjust their strategy. Perhaps they initially intended a hit-and-run, looting Elos and leaving the port shattered to demonstrate again their arrogant belief that they are the masters of the Bay of Catazar. Perhaps they always intended to seize the coast of Redoubt; perhaps their hungry gaze is turned inland to where the [[Brilliant Star]] lies in the foothills of [[Redoubt#Tomari|Tomari]]. The [[Fake_empire#The_Salt_Lords_Council|Salt Lords]] of the Grendel have an insatiable lust for [[mithril]], after all.&lt;br /&gt;
&lt;br /&gt;
There are three armies here - the Black Eels, the Bone Nautilus, and the Hamsin. The Black Eels, as is their wont, take every opportunity to strip the valuables from the people of Urizen whose spires they breach. The other two armies are more interested in land and conquest for all that they come [[Army orders#Cautious Advance|cautiously]], carefully. Perhaps they do not wish to risk the kind of unexpected confrontation that wrecked their plans last season.&lt;br /&gt;
&lt;br /&gt;
They are [[Navy_orders#Naval_Support|supported]] by an armada of [[navy|swift-moving warships]] with red, and green, and blue, and yellow sails. The Shamal, the Simoon, the Tempest, and the Golden Winds These three armies are surely some of the best provisioned and well supported armies anywhere along the Bay of Catazar. Valuable as that support is, however, it can only do so much. It is the armies of the Broken Shore that must face the anger of the Empire, not the Grendel secure at sea on their fine warships.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Clytemnestra of the House of the Wanderer, General of the Argent Sword&amp;quot;&amp;gt;Heralds of the Autumn Realm, now is our time! The virtue and loyalty of the Blackthorns and the Pilgrims patience will bolster our numbers, but that is not where we shine… The Grendel have taken our land and taken our riches - but we are the true masters of greed! Make Callidus proud! Let the Grendel fear us like the farmer fears a plague of locusts. Rob them, starve them. Root out their supply lines, find their caches of riches - Leave nothing behind. Take back our land and take everything the Grendel have. The Grendel think war is business - How Quaint! Let us show them that war is industry.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Blackthorns, I know your pain. To see our home in Therunin fall to the sway of the Vallorn. However, we have fought this war for 1000 years. We need allies. The people of Urizen call for aid and their calls will not fall on deaf ears, not while I still draw breath. We move to redoubt, to fight for Elos, Redoubt and the Empire. We remember the sacrifice of the fist of the mountain. A Hero has a name, and his name is Umarth. Eilian Sweetwater hides in the light house that was. I will not abandon our kin, find them.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Nathaniel of the Woodwych harts, General of the Pilgrim&#039;s Defiance&amp;quot;&amp;gt;We strive forth in Loyalty and solidarity with our siblings from Navarr and Urizen. Not to fight the Vallorn, but to lend our strength and virtue to the Urizen of Redoubt. We shall be the Bulwark that defies any Grendel advance. We shall inspire and lead with our courage and vigilance. Our virtue will stand, redoubt will stand.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;[[File:FistoftheMountains_Colour.png|link=Fist of the Mountains]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==Sword, Spear, Staff==&lt;br /&gt;
The Fist of the Mountains faced the entire Grendel onslaught alone. The shadow of their heroism hangs over Redoubt, over the Imperial armies who come now to fight the barbarians. The [[Black Thorns]] out of [[Astolat]] march to join up with two new armies; the [[Argent Sword]] fresh from their part in securing [[Even darkness must pass|victory]] against the [[Druj]] in [[Zenith]], and the untested [[Pilgrim&#039;s Defiance]] only recently mustered in Casinea. Untested - but filled with zeal and virtue as only the [[Highguard|Highborn]] are. An army of [[Grey pilgrim|Grey pilgrims]] raised to fight the [[vallorn]], eager to temper their virtue in the tempest of war.&lt;br /&gt;
&lt;br /&gt;
Highguard and Navarr come together, making the river crossing at [[Necropolis#Hedra|Hedra]] to [[Redoubt#Cargo|Cargo]]. The Navarr veterans march together with the Highborn, and while one army is new, the soldiers of both are not strangers to each other. The Grey Pilgrims have walked the [[trods]] with the Navarr for years now. On the road south existing friendships are renewed and new ones built on shared experience. Both armies are wrapped in the [[Clarity of the Master Strategist|clarity of the Day realm]], which helps them make good time to their rendezvous. At the Urizen city they meet the [[Inhabitants of the realms|exotic mercenaries]] of the [[Realms#Autumn Realm|Autumn realm]]. Siege engines and titan constructs of brass and bronze are overseen by canny engineers from the [[Estavus|Fire Mountain]]; cadres of [[Callidus|chain-armoured]] minotaurs eager for plunder; spider-kin tacticians of the [[Prospero|City of Bridges]]; brutally efficient warriors from the cities of the Iron Labyrinth.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ArgentSword_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Argent Sword]]&lt;br /&gt;
[[File:BlackThorns_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Black Thorns|]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When they move toward Siluri to engage the Grendel, the garrison of Cargo accompanies them, swelling their numbers. They are met by the  [[Redoubt#Court of the White Fountain|White Fountain]] [[sentinel|sentinels]]. Both garrisons are bolstered by more Autumnal mercenaries; the [[Ramparts of Ashlar]] have been woven into the [[fortification|fortifications]] of Redoubt this season and their influence extends far beyond the walls of the [[Spire#Citadel|citadels]] themselves.&lt;br /&gt;
&lt;br /&gt;
The Thorns and the Pilgrims move steadily, cautiously, careful to avoid whatever trap the Grendel are preparing. The Argent Sword are less concerned about the danger, focused as they are on claiming the valuables the Grendel have seized, and the [[Magic_items#Weapons|forged weapons]], and [[Magic_items#Armour|fine armour]], and [[Magic_items#Talisman|practical talismans]] they have brought with them. They are creatures of Autumn, after all, and there are no brokers of the [[Ephisis|City of Gold and Lead]] to gainsay their raiding.&lt;br /&gt;
&lt;br /&gt;
As the armies begin to move, the magic of [[Spring magic|Spring]] floods through Redout. It sparkles in the streams and pools, and in the rain that falls. It nestles in every water-bottle and skin. The [[Rivers of Life]] flow through the hills, mountains, and valleys. Only fatal injuries will not be healed by this potent magic; those who survive a battle no matter how grievous their wounds will rise again refreshed the next morning. Most of the Empire&#039;s soldiers welcome the healing power but the heralds of Autumn mutter and grumble about it among themselves. They cast suspicious glances towards the clouds, and complain that the waters spread rust and verdigris and the taint of uncreation. If there is a real downside to the magic, it is that as with all such magic it is indiscriminate;  healing the virtuous and the unvirtuous alike.&lt;br /&gt;
&lt;br /&gt;
==Flowers in the Snow==&lt;br /&gt;
Imperial troops and their magical allies march south, to engage the invaders bent on claiming Siluri. The Grendel are already well on their way to seizing the region, and its wealth. There are spires aplenty on the slopes of the mountain that gives the region its name, and along the Couros to the east; rich mines of [[tempest jade]] and [[weltsilver]]; the pilgrim&#039;s way that leads to the [[Adelmar_the_Lion#The_Shrine_of_the_Armsmaster|Shrine of the Armsmaster]]; and perhaps most relevantly the central [[heliopticon]] tower for the Redoubt network. If that is captured, it has significant implications for the people of Redoubt, especially the [[Doyen of the Spires]]. And, of course, from Siluri it is barely a stone&#039;s throw to the rich city of Cargo...&lt;br /&gt;
&lt;br /&gt;
The Grendel armies are clearly expecting some response from the Empire. Scouts from both sides quickly begin assessing the other sides&#039; strength and position, and begin to manoeuvre their forces to seek advantage. On the second night after the Imperial forces enter Siluri along the road from Cargo, there is a rumbling thunderstorm during which no rain falls. The next morning, the sun rises over a [[Frozen Citadel of Cathan Canae|grand citadel of ice and blue stone]] perched on the side of Mount Siluri. From its gates issue a cohort of one-eyed giants armed with vicious hooked polearms. Their castellan is a stout giantess in a cloak of [[Legendary_beasts#Mandowla|mandowla]] feathers who offers the hospitality of the keep to the Pilgrim&#039;s Defiance. At the same time, a bastion of white stone with high fluted towers rises in the hills near Tabulous in [[Redoubt#Tomari|Tomari]]. Warbands of squat, bandy-legged goblin-kind armoured in silver metal and pale fur with whitewood shortbows come to fight alongside the Black Thorns. The heralds of Autumn, then, are joined by the warriors of Summer. Both sides studiously ignore one another as much as possible.&lt;br /&gt;
&lt;br /&gt;
More powerful defensive magic; enough to give the Grendel pause indeed. But what do they expect? They are invading &#039;&#039;Urizen&#039;&#039;, after all, and the pre-eminent magicians in the Empire and perhaps even the Known World do not sit at home lamenting when they can wield the power of the First Pillar to shape the world to their will.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Beagh Seosam, General of the Black Eels&amp;quot;&amp;gt;Weltsilver and tempest jade and mithril and ilium are fine and all, but there are richer prizes yet to be found in the libraries of Siluri and Tomari. Take it all, and let the buyers decide where the value lies.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;The foothills of Mount Siluri represent opportunity for those audacious enough to seize it! Fight alongside our western allies, and show them what the scions of Rucraic do to the wizards of the north!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==An Argument of Blades==&lt;br /&gt;
The majority of both Grendel and Imperial forces have adopted more defensive strategies even as one strives to conquer Redoubt and the other works to drive them out. The Black Eels and the Argent Sword have very different plans. Both are focused on [[Army qualities#Foraging#plunder|plunder]] first and foremost. For the invaders, it is theft pure and simple, as they seek to divest the spires of Urizen of as much wealth as possible. The heralds of the Autumn Realm are more interested in recovering what has already been stolen (although they are not shy about keeping a portion of that recovered wealth; a finder&#039;s fee if you will). &lt;br /&gt;
&lt;br /&gt;
It is clear however that as well as more traditional wealth, the Black Eels are targeting the magical libraries of Urizen. Bands of thieves and raiders follow in the wake of the more disciplined armies, and fall on those spires that the Grendel capture. They are eager to clear the shelves - they seem to have little appreciation of what they are stealing knowing only that the magicians and scholars of Attar will pay well for these tomes and scrolls. Some are captured back by the Argent Sword; many more disappear south toward the waiting ships.  There are rumours that &#039;&#039;Faireoir, Seer of the Sky and Diviner of Ophis&#039;&#039;, the well-connected Grendel magician who helped lead the attempted looting of the Lyceum, has been &amp;quot;advising&amp;quot; some of the Black Eels thieves.&lt;br /&gt;
&lt;br /&gt;
The hills ring with the sound of steel on steel, with the roars of Summer giants, with swift-spat words of battle magic, with voices raised in victorious hymns, and with the silence of the Navarr. The sides clash and the fray is joined. The wrath of many Imperials, especially the Highborn, is heightened when they see how many of the Grendel warriors bear weapons and shields of a particularly [[Wintermark]] cast. They have looted the dead, an egregious insult to those soldiers who laid down their lives to save Elos.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Clytemnestra.jpg|align=left|caption=&#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039;, General of the Argent Sword|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Nathaniel of the Woodwych Harts.jpg|caption=&#039;&#039;&#039;Nathaniel of the Woodwych Harts&#039;&#039;&#039;, General of the Pilgrim&#039;s Defiance|align=left|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
While the Empire has magical allies, drawn from Autumn and Summer, the Grendel have more mundane auxiliaries. There are warbands of [[Asavean Archipelago|Asaveans]] among them, especially with the Hamsin. These mercenary soldiers particularly seek out opportunities to engage the Highborn troops, chanting blasphemous prayers to their [[Asavean_gods#The_Red_God|Red Goddess]] when they fight. They are cruel, and brutal, but they also seem to be a little on the back-foot. More used to fighting ragtag rebels along the shores of their archipelago than facing the bold steel of the Empire, perhaps. Their presence is a matter for concern; a consequence of the great Asavean battle-ships sailing alongside the Grendel navies. &#039;&#039;Venger&#039;s Blade&#039;&#039; and &#039;&#039;Balo&#039;s Grace&#039;&#039; are both here bolstering the Grendel navies.&lt;br /&gt;
&lt;br /&gt;
The navies themselves bear powerful enchantments, according to observers high atop the walls of the White Fountain. Barely perceptible halos of [[Day magic]] flow and swirl in ordered patterns around the hundreds of ship along the coast. The ship captains and admirals oversee a smoothly oiled machine, where everyone seems to know where they are needed and where every opportunity for victory is quickly identified and exploited. This same magic washes over onto land; the Grendel are rigorously securing their positions in [[Redoubt#Naris|Naris]], bolstering the defences in anticipation of the siege they must know is coming. As their soldiers fight and die in the foothills, the marines and sailors prepare for the future.&lt;br /&gt;
&lt;br /&gt;
==In Naris==&lt;br /&gt;
Fortunately, the navies are preoccupied, dealing with the [[Quickening Cold Meat|Winter spirits]] that haunt southern Naris after the destruction of the Fist of the Mountains. Many of those [[To_ruin#Battlefield_threat:_Winter_husks|unliving horrors]] were raised in [[Tassato]], cadavers of [[the League]] buried with [[To ruin#Battlefield opportunity: Recover Tassatan Gravegoods|grave goods]] that the Grendel raiders are eager to seize. Perhaps more importantly they have carried away [[To_ruin#Battlefield_opportunity:_Recover_the_Pinnacle|the Pinnacle]], a symbol of [[Pride]] for those who fought with the Fist. Divinations suggest it has been sent south to the court of Lord Garbhan, the Salt Lord of Deinath. What plans they might have for the stone are difficult to guess, but veterans who remember the fell use to which the [[Thule|Dragons]] once put the [[Crown of Three Tears]] fear the worst.&lt;br /&gt;
&lt;br /&gt;
A greater loss, for the Urizen at least, is the [[Redoubt#Tower_of_Light_and_Shadow|Tower of Light and Shadow]], the seat of the [[Penumbral Watcher]]. The &#039;&#039;Rays of Uanán&#039;&#039; coven have torn away the shrouds that once protected the tower with a spell of [[Piercing Light of Revelation|merciless light]]. The delicate balance of [[Night magic]] that upheld the tower could not survive this rough treatment. Unravelled by &#039;&#039;Sky mage Kalleghan&#039;&#039; the secrets of the tower have been taken by the witches of the Naguerro; it remains to be seen what the former Lasambrian orcs will do with this lore. &lt;br /&gt;
&lt;br /&gt;
Worst of all, news comes from spies and scouts that the navies are using their foothold to import [[white granite]], working feverishly to fortify the walls around the port of Elos. Crude by Imperial standards, these bolstered walls will nonetheless create an additional obstacle in reclaiming the port if they are completed. Both the granite and the engineering expertise comes not from the Grendel themselves but from their western allies. The old &#039;&#039;Sempronia&#039;&#039; family has apparently seized the quarries that once belonged to the now-much-reduced Tarquinius, but continue to supply the orcs of the Broken Shore. They are not attempting to throw up a [[fortification]]; the defences they are deploying are makeshift, similar to the kind of work the [[Army_qualities#Engineer|Towerjacks might do]]. It will make retaking Naris, and Elos in particular, much more challenging.&lt;br /&gt;
&lt;br /&gt;
==Into Tomari==&lt;br /&gt;
While the bulk of the fighting takes place in Siluri, a sizable contingent of the Black Eels break off and along with Asavean mercenaries try to push east into [[Redoubt#Tomari|Tomari]]. It soon becomes clear that they cannot hope to make headway against the bastion of Cathan Canae, especially when the garrison of the Court of the White Fountain pulls back from the fighting in Siluri and comes to the defence of their neighbours. The speed and surety of the sentinel response puts the Black Eels on the back foot; they rethink their plans and ultimately fall back to rejoin the fighting in Siluri. &lt;br /&gt;
&lt;br /&gt;
A small handful continue to raid the spires of western Tomari, but they are no match for the defenders. While they have some minor successes against a few spires taken by surprise, they are ultimately foiled by Urizen magic and the strength of the [[spire#citadel|citadels]] of Redoubt. Without the conjured fortress, though, the situation would have been very different. It&#039;s likely the Black Eels would have torn through the western spires, and seized a significant portion of Tomari.&lt;br /&gt;
&lt;br /&gt;
==In the Shadow of Mount Siluri==&lt;br /&gt;
Naris and Tomari are far away from the foothills of Siluri, however, where great numbers of human and orc soldiers spill out their blood and sweat in pursuit of land. The Grendel have the advantage, in that their surprise attack has stolen a march on the Empire. It&#039;s obvious that had the Fist of the Mountain not been here, then their control of Siluri might have been completed before the Autumn Equinox and the fighting instead taken place in [[Redoubt#Limus|Limus]], threatening not only Cargo but the forges of the [[Seer_of_the_Spiral_Sword#The_Spiral_Sword|Spiral Sword]] and the western end of the [[Redoubt#Bridge_of_the_Air|Bridge of the Air]] as well for good measure.&lt;br /&gt;
{{CaptionedImage|file=Freeborn_Grendel.jpg|align=right|width=500|caption=The Grendel have triumphed in Redoubt, and now threaten both Cargo and the Brilliant Star.}}&lt;br /&gt;
The clash is furious, and the sides reasonably well-matched. What the Grendel lack in magic, they more than make up for with the support of their navies and their Asavean allies. In the end, the Imperial armies slow their advance, but cannot prevent them claiming Mount Siluri, and after that the entire region. The last battle takes place before the walls of the &#039;&#039;Keep of Azure Ice&#039;&#039;; the frozen citadel holds for three days but in the end the orcs of the Broken Shore and the mercenaries of the west are able to breach the gate and seize the castle. After that, the writing is on the walls. The Imperial armies are forced to retreat back into Limus, towards Cargo. &lt;br /&gt;
&lt;br /&gt;
The Imperial armies are bruised, but by no means bowed. Their retreat is orderly, controlled, disciplined. They take up positions in the hills around Cargo, bracing for another Grendel assault... which does not come. The invaders harry them as they withdraw, but do little more than probe the defences of the north-western hills. They seem content to secure their control of Siluri. They are clearly not prepared to risk beginning a siege of the well-defended walls of Cargo - built by an alliance of four nations - at least not yet. At the same time, there is a Grendel embassy in Cargo. For all that it has only a skeletal staff, it is almost inconceivable that that staff is not engaged in espionage against their hosts. Does the embassy pose a threat to the safety of Redoubt? Is the reason the Grendel are not yet pushing further north that they are waiting for some signal from the merchant-city? &lt;br /&gt;
&lt;br /&gt;
There has been loss of life on both sides  but it is a fraction of what it might have been without a combination of Spring magic and the cautious strategies employed. While Imperial and Grendel alike lost roughly the same number of troops, it is notable to the Imperial observers that the armies of the Grendel have been disproportionately weakened. The navies of the Attar offer support, but they are not at risk. The brunt of the fighting is endured by the Bone Nautilus and the Hamsin, while the Grendel admirals remain safely in the south.&lt;br /&gt;
&lt;br /&gt;
Either way; as the Winter Solstice dawns Redoubt enjoys a moment to breathe, a delicate shroud of anticipation. Soldiers on both sides must be asking themselves &amp;quot;what next?&amp;quot; Will the Grendel strike toward Cargo, or will they seek easier pickings to the east? How far does their [[Grendel_religion#Ambition|Ambition]] extend? How far will their [[Grendel_religion#Audacity|Audacity]] take them? And how far will the Empire go to secure its own [[Grendel_religion#Retribution|Retribution]] against these invaders?&lt;br /&gt;
{{CaptionedImage|file=RegionsofRedoubt.png|caption=Dangerous lowlands and fortified citadels|title=Regions of Redoubt|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;Siluri and Naris are both in the hands of the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Asavean allies are building makeshift fortifications in Elos&lt;br /&gt;
* &#039;&#039;&#039;The central heliopticon tower of Redoubt is in Grendel hands, reducing codification speed for the Doyen of the Spires&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Tower of Light and Shadow has been seriously damaged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Winter husks unleashed after the fall of the Fist of the Mountain are being contained by the Grendel&#039;&#039;&#039;&lt;br /&gt;
Grendel forces now control both Siluri and Naris. A combination of cautious tactics on the part of the Grendel, the Empire&#039;s armies, and especially Imperial [[enchantment|enchantments]] prevented them from making even more significant gains. Without the Frozen Citadel of Cathan Canae in Tomari, for example, it is entirely possible the Black Eels might have claimed a quarter of Tomari and been well on their way to capturing the [[Brilliant Star]].&lt;br /&gt;
&lt;br /&gt;
The Asavean allies of the Grendel among the Sempronia have provided white granite and expertise to construct makeshift defences around the port of Elos. These defences function in the same way as those that might be created by a force with the [[Army_qualities#Engineer|Engineer]] [[Army qualities|quality]] taking the &#039;&#039;Dig In&#039;&#039; order. They will be in place following the Winter Solstice, increasing the number of victory points needed to capture the Naris region by 10. This temporary fort will last until the start of the Summer Solstice, assuming that further effort is not expended to maintain or improve it... and assuming nobody interferes with the construction.&lt;br /&gt;
&lt;br /&gt;
The loss of Siluri means that Redoubt&#039;s central [[heliopticon]] tower is in the hands of the Grendel, which has significant implications for the spires of Redoubt. While communication between spires is still possible, until this tower is liberated from the Grendel the ability of the [[Doyen of the Spires]] to [[Doyen_of_the_Spires#A_People_United|codify ritual texts]] will be reduced by 5 magnitude each season.&lt;br /&gt;
&lt;br /&gt;
The delicate balance of [[Night magic]] that supported the [[Penumbral_Watcher#Tower_of_Light_and_Shadow|Tower of Light and Shadow]] - the Tilphussian Reach - has been wrecked by Grendel [[Day magic]]. The tower itself still stands, and as near as anyone can tell there is still a [[regio]] attuned to the Night realm in the vicinity, but its library has been extensively looted by the Grendel. It is feasible that if the tower is recovered, at least some of the power that once flowed here might be recovered in some form or another although that may require the aid of an [[eternal]]; the exact circumstances under which the Tilphussian Reach was harnessed are not common knowledge. Perhaps the [[Arcane Architect]] knows more?&lt;br /&gt;
&lt;br /&gt;
The Winter spirits loosed by the fall of the Fist of the Mountains appear to have been contained, but it is not clear how much they have been weakened (if at all). Urizeni agents recount that &#039;&#039;[[Bones_in_the_ocean#Under_Contract|Saltbinder Grekodh]]&#039;&#039; - a Grendel master of the [[Winter magic|lore of salt]] - has been brought in to deal with the situation in some capacity.&lt;br /&gt;
{{CaptionedImage|file=Elos Harbour.png|align=right|width=400|caption=The beautiful harbour of Elos is in the hands of the Grendel and their Asavean allies.}}&lt;br /&gt;
===Grendel Opportunities===&lt;br /&gt;
* &#039;&#039;&#039;The Grendel are looting Urizen libraries in pursuit of magical lore&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Pinnacle has been claimed by the Salt Lord of Deinath &lt;br /&gt;
The Grendel continue to loot Redoubt, particularly that of the Tower of Light and Shadow and the spires of Naris and Siluri. Imperial prognosticators speculate that it is likely the orcs of the Broken Shore have enough stolen arcana to [[opportunity|feasibly create]] an [[Army_qualities#Magic|arcane army]], or perhaps attract magicians to one or more of their [[army qualities#Mercenary|mercenary armies]]. Worse, however, is the grim spectre of a magical [[Imperial navy|navy]] combining manoeuvrability with the ability to deliver deadly [[curse|curses]] or hostile [[enchantment|enchantments]] anywhere along the coast of the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
The Pinnacle, the relic of the Fist of the Mountain claimed by Salt Lord Garbhan of Deinath, is a major prize for the Grendel. This trophy represents an [[opportunity]] for one of the barbarian armies to improve their [[army qualities|army quality]], or even create a new army with a potent quality much as the Empire has done on numerous occasions.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity==&lt;br /&gt;
* &#039;&#039;&#039;The Civil Service have identified a major conjunction of the Sentinel Gate leading to Naris in Redoubt&#039;&#039;&#039;&lt;br /&gt;
A [[Sentinel_Gate#Major_Conjunctions|major conjunction]] of the [[Sentinel Gate]] has been identified by Imperial prognosticators that leads to the vicinity of Elos, in Naris. It&#039;s not clear at this time what opportunity the conjunction offers, but it&#039;s likely to involve Grendel efforts around the captured port.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scarlet_sands&amp;diff=134287</id>
		<title>Scarlet sands</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scarlet_sands&amp;diff=134287"/>
		<updated>2026-02-13T09:46:00Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Scarlet sands.jpg|caption=Northern Mareave is hot and arid even in the winter.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gold In The Dust==&lt;br /&gt;
The newly completed [[Construct_Grand_Lodge_of_the_Golden_Pyramid|Grand Lodge]] of the [[Golden Pyramid]] is built in northern Clisearn. It is a wonder - a grand edifice that reflects the wealth, power, and influence of the richest [[Conclave order]]. It is a symbol of the [[Prosperity]] and [[Pride]] not only of the order but of the Conclave as a whole. It is also something of a whispered promise to the recalcitrant inhabitants of Clisearn - those former Grendel who chose to remain when the Imperial Orcs claimed Mareave - that their prestige is recognised and assured.&lt;br /&gt;
&lt;br /&gt;
It is unfortunate, perhaps, that barely a week after the work is completed, the Lodge is besieged by the Grendel.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Summer Solstice, the [[orc|orcs]] of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Attar]] sent their land-forces north out of [[Ayereed]] into the lands of the Brine Turtles sept. Welcomed with open arms, they swiftly seized [[Mareave#Fleisardh|Fleisardh]] and pushed further, toward the [[mithril]] mines of [[Mareave#Clisearn|Clisearn]]. They continued to push through the Equinox, and the path to their eventual goal, to the [[Mareave#Fundindelve|Fundindelve]] led them inexorably to the [[weirwood]] gates of the Grand Lodge.&lt;br /&gt;
&lt;br /&gt;
With the Iron Gulls leading the Storm Sharks and the Brine Turtles north toward the [[mithril]] mine, it falls to the Naguerro to seize the wealth of the Golden Pyramid. Former Lasambrian orcs, the Naguerro were once known as furious warriors led by their witches and [[shamans|shaman]]. Rescued from certain death at the hands of the [[Iron Confederacy]] in what is now [[Bay_of_Catazar#Kalino_(or_“Arbonne”)|Arbonne]], the Salt Lords have nurtured a fierce [[Grendel religion#Fidelity|Fidelity]] among this sept, showering them with gifts of land and wealth. They have repaid Fidelity in kind, and it is hard to imagine that this disciplined army that surrounds the approaches to the Grand Lodge is the same band of rough bandits that fled the western Bay. It is easy to forget that [[The_Brass_Coast_history#The_Exodus_from_Highguard|once upon a time]] the Naguerro were fierce sailors, a major thorn in the side of the people of [[Sarvos]]. Under the careful cultivation of the Salt Lords, it seems that they are reclaiming their heritage just as their cousins in Hierro and Corazón have rebuilt their own pride with the aid of the Jotun.&lt;br /&gt;
&lt;br /&gt;
Regardless, the siege is remarkably mannered. When the Naguerro arrive, they do not attack immediately. They block entry to the Lodge, and give the Imperial citizens within a long night to ponder the future. Then a small contingent of orcs, hands open, requests parley. The request has the weight of a demand - there&#039;s little chance the Grand Lodge could survive a concerted attack from an entire army. A small group of Order members is put together, to speak with the delegation from the Grendel, before the gates of the Lodge&#039;s palatial gardens.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterGoldenPyramid.jpg|caption=&#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039;, Grandmaster of the Golden Pyramid|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Naguerro contingent is led by an unmistakable Wind Lord; a powerful and respected magician who nonetheless bears the marks of the Naguerro. Wind Lord Ivárruri Naguerro has been granted leave by the Salt Lords to deal with the Grand Lodge of the Golden Pyramid as she sees fit. After sage advice from certain of her fellow Wind Lords, she has chosen to attempt a diplomatic solution. Or, rather, to offer an opportunity to avoid losing everything by instead giving up... well, a frankly eye-watering tithe in money, crystal mana, or lore, to be paid each season.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Call it rent&#039;&#039;,&amp;quot; says Wind Lord Ivárruri wryly. In return, the order will maintain its presence in Clisearn; will be free to trade with the Grendel and the people of [[Mareave#Beoraidh|Beoraidh]] if they feel they can do so under Imperial law; and will secure free passage for labourers and merchants to Beoraidh and thus back into the Empire. &amp;quot;&#039;&#039;Also,&#039;&#039;&amp;quot; she points out, &amp;quot;&#039;&#039;It would be a shame to see this beautiful mansion burnt to the ground when you have invested so much in it&#039;&#039;.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
It is not lost on the Imperial magicians that through the entire presentation - it is a little one-sided to call it a negotiation - Wind Lord Ivárruri is flanked by two [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Autumn|Autumn realm]] - an observer from the [[Ephisis|City of Gold and Lead]] and an advisor from the [[Lictors|City of Bar and Bond]]. They do not speak much, but there&#039;s little doubt they are keen to see the Grand Lodge defended.&lt;br /&gt;
&lt;br /&gt;
Ivárruri is at least peripherally aware of the workings of the [[Conclave]] - no doubt thanks to her supernatural allies - and does not expect an immediate response. Yet she warns that her patience, and that of the Salt Lords, is finite. She expects a decision to be made during the Winter Solstice, and until then, the Naguerro will continue to control access to the Lodge. &amp;quot;&#039;&#039;After all,&#039;&#039;&amp;quot; she says philosophically, &amp;quot;&#039;&#039;There is no finer symbol of dominion than the ability to destroy&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Naguerro are as good as their word, securing the vicinity of the Lodge and showing every sign of being ready to strike decisively against the Lodge should there be any funny business. [[Call Winged Messenger|Winged Messengers]] are dispatched to Order members, and those besieged within the walls at least live out the following weeks in the lap of luxury.&lt;br /&gt;
&lt;br /&gt;
==Silver on the Mountain==&lt;br /&gt;
The siege of the Fundindelve is nowhere near as civilised as that led by the Naguerro. The Iron Gulls, the Storm Sharks, and especially the Brine Turtles press the limited defences of the great mithril mine hard. They strike swiftly and surely in an attempt to overwhelm the defences. Imperial Orc settlers are driven back toward Eoradal, but many decline to abandon Clisearn, creating a temporary armed camp around the entrances to the mines. They work with the human miners - many Imperial Orcs still make it a point of honour not to work mines, and this is an Imperial concern rather than a national one. Many of the labourers here are [[the Marches|Marchers]] trained in the depths of the [[Singing Caves]] and no stranger to defending against barbarian aggression. Their stubbornness sees them fight alongside their Unshackled fellows to hold on to the mine in the face of nearly overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Iron Gulls are veterans of a dozen clashes with the Empire, more than a match for the desperate defenders at the Fundindelve. Experienced siege engineers, they are unlikely to be slowed by the makeshift barricades erected by the miners. Yet they are also taking extra care to ensure that no damage comes to the mine workings; it would be less than ideal to claim the mines and their mithril stockpiles only to then have to spend months digging them out of the side of a collapsed mountain.&lt;br /&gt;
&lt;br /&gt;
As they bring more and more of Clisearn under their control, General Ansleah of the &#039;Gulls dispatches messengers to the [[Here_to_stay#Selfishness|citizens of the region]], especially the &#039;&#039;Adahr&#039;&#039;, the &#039;&#039;Marr&#039;&#039; and the &#039;&#039;Tholdie&#039;&#039;. In this, the General perhaps overplays their hand; they make barely veiled demands for a show of Fidelity; for supplies and troops to bolster the &#039;Gulls and their efforts to liberate Mareave. These &amp;quot;requests&amp;quot; go over &#039;&#039;very&#039;&#039; poorly with the former Grendel; within a week the sorcerous &#039;&#039;Savurn Marr&#039;&#039; has made surreptitious contact with the Golden Pyramid members in the Grand Lodge asking what their plans are and falling just shy of suggesting that the former Wind Lord and their family at least is considering jumping ship to support the Empire if presented with a compelling enough case...&lt;br /&gt;
&lt;br /&gt;
While his approach to the recalcitrant orcs of Clisearn is misjudged, elsewhere General Ansleah is much more cautious - and not just out of a concern for the mines. The Grendel captains know that the element of surprise only serves an invader so far. The Empire will surely respond to their aggression in Mareave. The main question is whether they will be able to free up sufficient forces from the other theatres they are engaged in this season or not.&lt;br /&gt;
&lt;br /&gt;
==Flies in the Honey==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Wildfyre, General of the Seventh Wave&amp;quot;&amp;gt;Seventh Wave! Our time has come to finish our long standing work. We return to Mareave with virtue in our hearts and our allies to our sides. We stand as the strongest army in the Empire, we are a beacon in this Empire. Push to Mareave. Let our friends and allies the Imperial orcs know that we will not let invaders take our homes and our lives.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Gabriel Barossa, General of the Towerjacks&amp;quot;&amp;gt;Towerjacks, we will remember when the Imperial Orcs rallied to Holberg to lift the siege. Remember that Reckoning as you armour yourselves and make a steady conquest to drive the Grendel from Imperial Land.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Skywise Rykana, General of the Winter Sun&amp;quot;&amp;gt;Heroes of the Winter Sun, we have fought hard to break the hold of slavery over the Sarangrave but now we march south to defend our own lands. Sweep across Mareave in a balanced attack and ensure the homes we are building and not destroyed before the hearthfires can be lit. We claimed these lands once, now let our virtuous cry ring out again as we drive the Grendel back to their borders and prove that we hold to our bonds and defend the lives we seek to inspire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SeventhWave_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Seventh Wave]]&lt;br /&gt;
[[File:TowerJacks_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Towerjacks]]&lt;br /&gt;
[[File:WinterSun_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Winter Sun]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The answer to the Generals&#039; question is delivered sooner rather than later; news of a significant force of Imperial soldiers entering Mareave through the Apulian Way explodes across the territory. Three armies, with the [[Winter Sun]] in the vanguard, come down through Icarion to Eoradal with their allies, and the fight for Mareave begins.&lt;br /&gt;
&lt;br /&gt;
The Sun are fresh from fighting the [[Druj]] in the [[Sarangrave]]. Having marched south into [[Zenith]], they joined up with the [[Towerjacks]] and together braved passage through madness-haunted [[Spiral]]. No army wishes to spend longer than necessary beneath the oppression hanging over the League territory; they paused briefly at [[Spiral#Ballaghadruh|Ballaghadruh]] as guests of the castellan, then moved as swiftly as possible through [[Spiral#Apstrus|Apstrus]] to the [[Mareave#Apulian Way|Apulian Way]]. Those nights they were forced to spend in the accursed hills and plains have taken an inevitable toll. Night terrors and dark moods are the least of it - the grim power of the {{Black Plateau}} is ever-present. At night [[the League|League]] and Imperial Orcs musicians are encouraged to try and outdo each other to try to keep the malign influence at bay.&lt;br /&gt;
&lt;br /&gt;
At the mouth of the Apulian Way, they meet with the [[Seventh Wave]] who have made excellent time along [[Spiral#Carstag&#039;s Way|Carstag&#039;s Way]], taking advantage of the mithril-woven hostelries along its length to minimize their exposure to the oppressive atmosphere. Together they march through the pass into the arid hills of [[Mareave#Icarion|Icarion]]. &lt;br /&gt;
&lt;br /&gt;
Even as Winter approaches, Mareave remains hot and dry. Whatever mud still lingers from the Sarangrave and passage through sodden [[Zenith#Proceris|Proceris]] soon turns to dust and falls away. There is little water in this parched land; outside of Clisearn and Fleisardh it is only thanks to the [[Mareave#Great Aqueduct|Great Aqueduct]] at [[Mareave#Eoradal|Eoradal]] that any crops are able to survive in this near-desert. &lt;br /&gt;
&lt;br /&gt;
With the Empire&#039;s soldiers comes the power of Imperial magic. In the foothills of the north-eastern peaks, in [[Mareave#Nadir|Nadir]], the drake-hunters are startled by the appearance of six squat towers of black basalt, topped with ramparts of silver. They bring with them an unnatural chill that provides welcome relief to Imperial Orcs more familiar with the alpine climate in [[Skarsind]]. From the fortress issues a legion of warriors with the aspect of great white bears, each bound in mithril harness and armed with axe and shield. They are [[Inhabitants of the realms|soldiers]] from the demesne of the [[Cathan Canae|Queen of Ice and Darkness]] and they join the marching armies as they pass through Nadir bound for the south.&lt;br /&gt;
&lt;br /&gt;
The Imperials make for the growing town that has sprung up in the shelter of the aqueduct. At Eoradal they prepare for their offensive against the orcs of the Broken Shore. Many of the soldiers are taken aback by what awaits them; walls of black granite have sprung up around the burgeoning town, connecting minarets of bone-white stone and metal. The walking dead - skeletal warriors of human and orc stock - guard the ramparts, wrapped in blackened steel, and the approach of the Imperial armies is heralded by the howling of ox-sized white wolves that stalk the open ground. [[The Basalt Citadel]] of the &#039;&#039;Tomb King&#039;&#039;, of the Lord [[Sorin]], has been conjured here out of the ruins of the old Skouran town. Its presence has helped hearten the defenders here, and impressed the independent orc clans that cluster around the place - even the cynical [[Here to stay#Cynicism|Uthni]] cannot deny that the magical citadel is impressive. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 200px; margin-right: 10px&amp;gt;{{HoverImage|CathCane001b.webp|Sorin001.png|caption=Imperial magicians have conjured two very different citadels from the eternal realms.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The black citadel has drawn interest from the engineers working on [[Fortify_Ruicraic%27s_Redoubt|Ruicraic&#039;s Redoubt]] as well. The construction proceeds apace, and while the Imperial armies prepare to face the barbarians several of the Towerjacks are invited to inspect the work being done on the eastern castle. Work is nearly complete; the new fortification will be finished in time for the Winter Solstice provided that the Grendel do not manage to push north into Eoradal. Some of the orc builders mention to their League peers that the Uthni are grudgingly coming round to the idea that perhaps the Imperial Orcs are not as full of hot air as they first assumed. If Imperial forces can drive the Iron Gulls and the rest back into Ayereed it can&#039;t help but prompt a fundamental shift in the attitude of the Eoradal orcs to the Empire.&lt;br /&gt;
&lt;br /&gt;
When the Empire&#039;s armies leave the shelter of Sorin&#039;s walls to begin their battle for Mareave, a battalion of skeletal warriors and magical white wolves accompany them. Perhaps even more significantly, a warband of &#039;&#039;Uthni&#039;&#039; youths silently join the Winter Sun to follow them south. The problem with the Uthni and the families that look to them is that they do not believe that the Imperial Orcs are here to stay, or that they will come back in the event their dominion is challenged. It seems that recent events have gone a long way toward challenging that belief. It is not a wholesale endorsement - and it is clear some of the Uthni are unhappy that their young warriors want to fight the Grendel - but it is perhaps a heartening sign nonetheless. These youths demonstrate a significantly more mercenary spirit than some Imperial orcs are entirely comfortable with, wanting to know when they will be paid their share of the [[Powers_of_the_Imperial_Senate#Guerdon|Imperial Guerdon]]. Members of the Sannite sept make a particular point of befriending and welcoming these new warriors. They have a shared heritage and hear the same ancestors after all. There is no doubt that of all the Unshackled septs they best understand where these would-be [[Reaver|reavers]] are coming from and the opportunity they represent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=left|width=250|caption=Stone Born troops are the most heavily armoured soldiers in the Grendel arsenal}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Into Clisearn==&lt;br /&gt;
To Clisearn, then, where the wealthy and privileged Grendel families of Mareave once held court, far from the cramped quarters and stink of [[Mareave#Beoraidh|Beoraidh]]. They have little affection for the Empire, but are equally unfriendly and resentful of their fellow Grendel who left them behind when Imperial forces conquered Mareave. The fact that on their return General Ansleah has disrespected them has certainly not strengthened their fidelity to their former countryfolk - quite the contrary. &lt;br /&gt;
&lt;br /&gt;
There is a sizable welcoming committee to meet the Winter Sun, the Towerjacks, and the Seventh Wave when they cross into Clisearn. The Brine Turtles and the Iron Gulls, besieging Fundindelve, receive the Imperial advance alongside the zealous warriors of the Storm Sharks. The latter seem bent on recreating the deeds of their [[Grendel religion#Ancestor|ancestor]] - [[Grendel religion#Rucraic - The Storm Lord|Rucraic the Storm Lord]] - with [[Grendel religion#Audacity|audacity]] and [[Grendel religion#Cunning|cunning]] that is notable even for the Grendel. The iron fist of General Ansleah keeps the daring of the Storm Sharks in check - just about - but they are eager to test themselves against the Winter Sun and the Seventh Wave in particular.&lt;br /&gt;
&lt;br /&gt;
Both sides favour a measured approach to the war; the Highborn and the Imperial Orcs take more risks than the Grendel but even they [[Army orders#Balanced Attack|balance]] the desire for victory against the lives it will cost to achieve it. All three Imperial armies have [[Sea-wood_fed_with_copper#Storms_Break|fought here before]], having helped to claim Clisearn from the Grendel during the initial invasion. As Clisearn fell, so fell Mareave, and in a way that remains true. With Beoraidh insisting on neutrality, backed up by the patronage of the [[Sarcophan Delves]], the Grendel cannot threaten the arid northern regions.&lt;br /&gt;
&lt;br /&gt;
At first the battle balances on a knife-edge, but as the day draws on it becomes apparent that the Empire has the upper hand. Between the magical allies conjured from the [[Realms#Summer|Summer]] and [[Realms#Winter|Winter]] realms and more than seven thousand troops lead by [[Military unit|independent captains]], the Broken Shore armies are heavily outnumbered. General Ansleah rages as they are forced to sound the retreat; with the Storm Sharks covering their withdrawal they pull back to the south ceding the Fundindelve. The Empire&#039;s soldiers are greeted with a mighty cheer from the miners, and they ride that wave in pursuit of the retreating barbarians.  &lt;br /&gt;
&lt;br /&gt;
When news comes of the fighting to the north, Wind Lord Ivárruri somewhat regretfully curtails the negotiations with the Golden Pyramid. The Naguerro move to meet the retreating Grendel armies but are careful to leave a contingent behind to ensure the Imperials trapped in the Lodge do not make the mistake of trying to leave just yet. While Ivárruri may have represented the civil, diplomatic, political face of the Broken Shore, the Naguerro warriors themselves are as furious and deadly as ever. Bolstered with [[Night magic]], the former Lasambrians throw themselves into the fray with glee, shouting the name of Naguerro as they try to hold back the Imperial tide.  &lt;br /&gt;
&lt;br /&gt;
In the end, it makes only a little difference. Barely a week after the Naguerro left the Grand Lodge, the Broken Shore armies are marching south. The forces the Naguerro left behind are forced to retreat with them by the approach of the Towerjacks, and in short order the Golden Pyramid palace is secured and protected from Grendel counter-attack.&lt;br /&gt;
&lt;br /&gt;
The pattern repeats itself; the Broken Shore armies try to break the Empire&#039;s armies, to push them back. The Empire holds, and presses the barbarians and the battle lines shift before the Grendel are forced to retreat toward Fleisardh. One by one the estates of the Adahr, then the Marr, and finally the Tholdie are brought back into Imperial hands. They are no more welcome than they were the first time, but there is a kind of fatalism in the reception of these orcs. Regan Tholdie complains bitterly about the damage their orchards suffer when the Seventh Wave drive off the Brine Turtles warriors camping around the family villa. Devan Adahr talks about demanding compensation from the Towerjacks and the Iron Gulls alike. Their complaints ring a little hollow; what is notable is that few of the former Grendel living in Clisearn choose to accompany the Broken Shore armies as they retreat south.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Grumpy Turtle.jpg|align=left|caption=The Brine Turtles refuse to cooperate with the Imperial Orcs.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reach Exceeding==&lt;br /&gt;
In the end it becomes apparent that the Grendel reach has exceeded their grasp. Mile by mile they are pushed out of Clisearn, forced back into the Brine Turtle lands. The Empire follows them step for step. The fighting does not end at the border but continues into Fleisardh. The Brine Turtles in particular become desperate, fighting more and more recklessly even as the other three barbarian armies become more conservative - more resigned to the reality of losing their foothold in Mareave.&lt;br /&gt;
&lt;br /&gt;
The Empire and its allies build on their advantage, and as the Winter Solstice approaches the Broken Shore armies are pulled up around the town of &#039;&#039;Fioroult&#039;&#039;, and the great freshwater lake there. If things remain as they are, there&#039;s no doubt the Grendel will be forced to abandon their attempt to reclaim Mareave. Without serious reinforcements they are unlikely to hold on to Fleisardh if the Empire keeps up the pressure.&lt;br /&gt;
&lt;br /&gt;
Any potential Imperial victory brings with it the difficult question of what to do about the Brine Turtles - the sept not the army. They don&#039;t seem inclined to flee their holdings in the south of Mareave, but they are clearly going to offer succour and support to any future invasion of the territory. They still send their warriors to fight under the banners of the Salt Lords, and that army at least, will never accept that Fleisardh is in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
The tally of the dead indicates that the fighting here has been bloody indeed. Near two thousand Imperial soldiers have been lost in the slow drive through Clisearn into Fleisardh. Estimates suggest that the Broken Shore forces have suffered comparable losses. A lot of blood spilled for control of Mareave, and while the Empire has the upper hand at the moment there is many a slip twixt cup and lip as the Marcher miners might contend.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has driven the Broken Shore forces out of Clisearn and is three-tenths of the way towards securing Fleisardh&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the fight between Grendel and the Empire&lt;br /&gt;
* &#039;&#039;&#039;Completion of the Golden Pyramid Grand Lodge has removed the Uncooperative quality from Clisearn&lt;br /&gt;
* &#039;&#039;&#039;Completion of Ruicraic&#039;s Redoubt has removed the Uncooperative quality from Eoradal&lt;br /&gt;
The Empire has won a significant victory in Mareave, driving the Grendel armies out of Clisearn and establishing a foothold in Fleisardh. Their successes have gone a long way toward convincing the cynical and the selfish independent orcs of Mareave that perhaps the Empire is here to stay after all. Along with the completion of the Golden Pyramid Grand Lodge and the fortification of Ruicraic&#039;s Redoubt, this has removed the uncooperative quality from both Clisearn and Eoradal. There is still a way to go before the independent orcs there seek to join the Unshackled, but the first steps have been made.&lt;br /&gt;
&lt;br /&gt;
The Brine Turtles sept remains opposed to the Empire. The [[Region_qualities#Uncooperative|Uncooperative]] and [[Region_qualities#Under Threat|Under Threat]] qualities persist in Fleisardh; there is no love for the Imperial Orcs or the Empire among the sept.&lt;br /&gt;
&lt;br /&gt;
Beoraidh remains neutral; there has been no effort to offer support to either side in the ongoing battle here. Both Imperial and Grendel merchants are welcome at the port however; Salt Lord Ehsan is not playing favourites.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Mareave]]&lt;br /&gt;
* [[Lines of care and sorrow]] - 387YE Autumn Wind of War detailing the Grendel invasion of Mareave&lt;br /&gt;
* [[386YE_Spring_Equinox_Senate_sessions#Ratify_Treaty_with_Beoraidh|Treaty with Beoraidh]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Knights_of_Glory&amp;diff=134229</id>
		<title>Knights of Glory</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Knights_of_Glory&amp;diff=134229"/>
		<updated>2026-02-12T11:14:52Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Summer|120}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}} 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;
{{Regio|Summer}} &lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual summons a number of warriors from the [[Realm#Summer|Summer realm]] to support a [[Army|campaign army]]. The presence of these supernatural warriors raises the strength of the campaign army by the equivalent of 2,000 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 are confident you can face and overcome any challenge, no matter how daunting. When someone advises caution or restraint, it is difficult not to view that as a challenge and double-down on your glorious course of action.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The ritual draws warriors loyal to the court of [[Eleonaris]]. These heralds have been known to exert unpredictable influence those fighting alongside them, especially those with the [[changeling]] [[lineage]]. Past effects have included lingering roleplaying effects or temporary [[heroic skills#Hero|hero points]] for the captains of [[military unit|military units]] [[Military_unit#Support_Army|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;
{{Season Duration}}&lt;br /&gt;
===Assurance===&lt;br /&gt;
The ritual loses all power and becomes useless if the Empire ever finds itself in a position where it is not at war with any neighbouring great power.&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
{{Ritual Substitution|orichalcum|ingots}}&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 90.&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 knights that are summoned by &#039;&#039;Knights of Glory&#039;&#039; will not appear at the event as a result of this ritual being cast. They will only appear in response to plot created by a plot writer. Whatever happens, such knights 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;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual draws on a pact with [[Eleonaris]], the [[Eternal]] Queen of the Fields of Glory in the [[Realm#Summer|Summer realm]], calling one of her innumerable hosts to fight alongside an [[Army|army]] for a season. These troops come from Eleonaris&#039; realm and may include elfin knights, rambunctious goblin-folk, and even monstrous beasts. They are usually attired in gold-and-crimson surcotes and fight under the lion banner of their mistress, although some of their heralds will also fly pennants appropriate to the main army if they are asked to do so. They are almost invariably attired in heavy armour, often of burnished bronze, sungold or (in the case of champions) orichalcum-steel. They will die as easily as mortal troops, but they seem to treat death as a minor inconvenience or even a surprise - it is as if they consider themselves immortal. If challenged, they are likely to shrug and comment enigmatically that their slain comrades will &amp;quot;&#039;&#039;Return to the Fields of Glory, by and by.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The summoned soldiers fight with the appearance of great bravery and civility. They are cordial to mortal soldiers, although they can be a little distant. They engage mercilessly, with great ferocity, and seem to take an unholy joy in challenging and defeating any enemies. They will happily engage in tourneys or honour duels with mortal champions, but they lack a sense of consequences. This means that duels often end in death, or maiming, unless their opponents are very clear on the rules. They are also disinclined to stealth, ambush, or other guerrilla tactics preferring to face their opponents head-on. They love to fight other forces summoned from the realms - they will single out groups of [[Conclave of Trees and Shadow|shadow warriors]], [[Carve the Crystal Guardian|crystal guardians]], or especially [[Clarion Call of Ivory and Dust|grim legionnaires]] unless explicitly ordered otherwise. Even then they chafe under such restrictions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Knights summoned with 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]] or the prismatic soldiers raised by [[Carve the Crystal Guardian]] it seems that the magic of the gate cannot transport them. Attempts to do so result in the knights disappearing - apparently returned to the Summer realm prematurely.&lt;br /&gt;
&lt;br /&gt;
When the [[enchantment]] ends, the knights travel to the nearest Summer [[regio]] and depart the mortal realm. They carry with them any of their number who have fallen in battle. The accoutrements of any soldier left behind tend to disappear at around this time - never overtly, but when unobserved the items vanish. The same applies to any remains of dead knights not retrieved by their comrades. &lt;br /&gt;
&lt;br /&gt;
Eleonaris receives a full report from her troops when they return to her, and if they are mistreated, betrayed, or misused in some fashion, she is likely to take vengeance against the perpetrators. On the few occasions in the past when this has happened, she has called a truce with both her perennial rival [[Jaheris]] and her more occasional sparring partner [[Hayaak]] the gryphon-king and enlisted both of them in seeking revenge on those who have dared to betray her trust. Even her perennial rival [[Cathan Canae]] takes a dim view of such behaviour and will side against anyone responsible for mistreating the summoned knights.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
It is exceptionally common to include a flag, pennant, banner or standard as part of this ritual, especially one that bears the device of [[Eleonaris]] - a golden lion on the red field - or the army the summoned knights will fight alongside. Other common elements include the invocation of brave warriors who have fought for the Empire in the past, and symbols of [[Pride]] and [[Courage]]. [[Dawn hearth magic#Girding|Girding]] the military leader in the [[Dawn|Dawnish]] manner, or having a skop or [[troubadour]] boldly announce tales of the general&#039;s [[Wintermark_hearth_magic#Names|name]], resonate with the ritual as does the sound of martial horns or drums, and the presence of warriors from the same nation as the general as [[witness|witnesses]].&lt;br /&gt;
&lt;br /&gt;
The rune of victory, [[Tykonus]], is favoured for this ritual both for its association with banners and flags and for its connection to the Eternal Lady of the Crimson Host.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice 383YE, Eleonaris [[Power,_corruption,_and_lies#Eleonaris|placed restrictions]] on the performance of Knights of Glory. Her herald 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 by the Empire may incur serious consequences. Eventually, the angry eternal was mollified by the [[Construct Statue of Eleonaris|construction of a monument]] honouring Eleonaris and her knights in Semmerholm. She made it clear at this time that she would no longer countenance the performance of Knights of Glory by &#039;&#039;any&#039;&#039; caster and would instead be presenting a new ritual to Brother Luke, in his role as [[Archmage of Summer]].&lt;br /&gt;
&lt;br /&gt;
The replacement ritual was meant to be created by [[Meraud|the Golden Magician]] on Eleonaris&#039; behalf. However, before the Lord of the Lake could undertake the work, the subtle influence of the ongoing conjunction of [[the Lock]] and [[the Key]] exerted small but significant changes to the ritual. Eleonaris has declared herself to be content with the ritual in its new form. Rather than require the [[Conclave]] to go through the rigmarole of placing a new ritual into [[Imperial lore]], she has sent word to the [[Archmage]] that she is now happy for Imperial magicians to call upon her aid by performing Knights of Glory - provided of course that her [[#Assurance|assurance]] remains intact.&lt;br /&gt;
&lt;br /&gt;
===Eternal Rivals===&lt;br /&gt;
Some [[Earl#Enchanter|Enchanters]] of [[Dawn]] say that in the past [[Jaheris]], the consort-rival of Eleonaris, offered gifts that allowed the ritual to summon troops loyal to his silver-and-blue Unicorn standard. Similar gifts were apparently offered by [[Hayaak]] the Lord of Wrath to summon his hosts of vengeance; by [[Cathan Canae]] to call forth her cold-hearted giant warriors; and occasionally by [[Barien]], the arbiter of worth, as a reward for those who have bested one of his [[Challenge the Iron Duke|challenges]]  Regardless of what may have once been possible, the &#039;&#039;Commander of the Golden Armies&#039;&#039; has put a stop to her ritual being used in such a way. Shortly before the Autumn Equinox 383YE, Eleonaris claimed she had &amp;quot;[[Power,_corruption,_and_lies#Eleonaris|taken back control]]&amp;quot; of the ritual. Knights of Glory was crafted with her power, she claimed, and it had only been through her grace that other eternals had been able to make use of it. That grace was now withdrawn, as was her right. The ritual will now only bring forth knights from the Fields of Glory. &amp;quot;&#039;&#039;Let other eternals empower their own magical rituals if they wish to aid the Empire&#039;&#039;,&amp;quot; she concluded.&lt;br /&gt;
&lt;br /&gt;
===Enmity and Neutrality===&lt;br /&gt;
At the Winter Solstice 379YE, the eternal was given [[Amity_and_enmity#Enmity|Enmity]] by the [[Conclave]]. It was thus a crime to perform this ritual. At the Spring Equinox 380YE Conclave voted to return Eleonaris to the state of [[Amity_and_enmity#Neutrality|Neutrality]], which, among other things, made this ritual once again legal to perform.&lt;br /&gt;
===Relentless Legacy===&lt;br /&gt;
Knights of Glory is a powerful enchantment. Along with [[Clarity of the Master Strategist]] it is one of the most popular rituals used to support the Empire&#039;s armies. In 387YE, however, some of the risks associated with reliance on the ritual began to make themselves known. As in the time of [[Empress Brannan]], the regular presence of Eleonaris&#039; glorious warriors alongside Imperial soldiers began to exert unforeseen, subtle influences on the mortal fighters. As described in the &#039;&#039;[[Even_darkness_must_pass#The_Weight_of_Glory|Even darkness must pass]]&#039;&#039; wind of war, Imperial armies fighting in [[Sarangrave]] with the aid of the Summer heralds lost the ability to take certain [[Army orders|orders]]. The effect was projected to last until the army in question had spent an &#039;&#039;entire year&#039;&#039; without experiencing the potent enchantment.&lt;br /&gt;
&lt;br /&gt;
Magicians working with the armies pointed out that this was not something the heralds, or their eternal mistress, were actively &#039;&#039;doing&#039;&#039;. It was, rather, a side effect of extended exposure to the enchantment, and to the magical warriors it summons, possibly compounded by the terrible aura of fear that hangs over [[the Mallum]]. Eleonaris is not able to &amp;quot;stop doing this&amp;quot; because she and her soldiers are not actually &#039;&#039;doing&#039;&#039; anything to make this happen.&lt;br /&gt;
&lt;br /&gt;
There are obvious concerns that this situation will spread to other Imperial armies, or intensify to the point that armies reliant on Knights of Glory will become so infused with the [[Summer magic#Resonance|resonance]] of Summer that they lose the capacity to undertake any save the most glorious strategies when they fight the Empire&#039;s enemies.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Even_darkness_must_pass#The_Weight_of_Glory|Even darkness must past]] - Autumn 387YE Wind of Fortune discussing the impact of repeated use of Knights of Glory&lt;br /&gt;
*  [[Power,_corruption,_and_lies#Eleonaris|Power, corruption, and lies]] - Autumn 383 Wind of Fortune where Eleonaris places restrictions on the casting of Knights of Glory&lt;br /&gt;
* [[Down_the_cavalier_road#Eleonaris|Down the cavalier road]] - Autumn 384YE Wind of Fortune detailing Eleonaris&#039; response to the statue built in her honour in Semmerholm&lt;br /&gt;
[[Category:Summer Ritual]]&lt;br /&gt;
[[Category:Warfare]]&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=Mareave&amp;diff=134206</id>
		<title>Mareave</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mareave&amp;diff=134206"/>
		<updated>2026-02-11T13:03:29Z</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; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Mareave is part of the Broken Shore, conquered by the Empire at the start of 386YE and assigned to the Imperial Orcs the same season. It borders [[Spiral]], [[Ayereed]] and an unknown territory of Skoura. It has much more in common with the coast of [[Spiral]] and [[Redoubt]] than that of Attar; there are comparatively few natural harbours here, and the coastline is both rocky and raised into steep cliffs. Like the rest of the Broken Shore, it is warm and dry with little in the way of large-scale vegetation.&lt;br /&gt;
&lt;br /&gt;
The largest settlement is the town of Beoraidh; which also serves as the only substantial port in the territory, and is the location of Lord Ehsan&#039;s Palace of Chains.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
* &#039;&#039;&#039;All mine personal resources in Mareave produce 30 additional rings each season&#039;&#039;&#039;&lt;br /&gt;
Many of the Imperial Orcs have something of a cultural taboo against working mines, but that&#039;s not the case for the orcs of Mareave. The [[Golden Pyramid]] discovered that there are many fine quality mines in Mareave. A methodical approach from a dozen Urizen, Varushkan, and League magicians tracks any number of good quality delves in the mountains that ring Mareave to the north and east. Some of them are already in the hands of orcs who remain in the territory, others have been abandoned.&lt;br /&gt;
&lt;br /&gt;
The mountains here are rich in gold, silver and copper as well as the magical metals. Using the list of mine workings [[Digging_for_fire#Precious_Mines|identified by the Golden Pyramid]], any Imperial Orc who operates a [[mine]] in the territory will find that they receive an additional thirty rings each season, representing money earned by selling any precious metals recovered. They&#039;re free to roleplay that they have established a mine of their own; that they pay the local orcs to work it for them; or that the money they receive is gained by offering protection to the people who do the actual mining.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
At some point in the distant past, the territory of Mareave was known as &#039;&#039;Mahal&#039;&#039;, named by the human settlers who drove out the [[orc|orcs]] that had previously lived there. These were not members of any Imperial nation; they were the ancestors of the [[Skoura|Skouran]] people. There is [[Mareave and Urizen|some evidence]] of a handful of [[Urizen]] [[spire|spires]] in the north but no indication the territory was ever made part of that nation even in pre-Imperial times. Eventually, the orcs reconquered the land and drove them into the mountains to the east. Much of this history can be found in the &#039;&#039;[[Mareave and Urizen]]&#039;&#039; [[historical research]] document published in late 385YE.&lt;br /&gt;
&lt;br /&gt;
The territory has long been the seat of one of the Salt Lords - the rulers of [[Grendel]] society, who ruled from the city of [[#Beoraidh|Beoraidh]], itself built on the ruins of a much older city. The armies that [[Spiral#Recent_History|invaded Spiral]] in 331YE came north through Mareave, through the [[Spiral#The_Passes|Apulian Gate]] that is the only reliable way to move large numbers of troops between the Broken Shore and the Empire.&lt;br /&gt;
&lt;br /&gt;
In 381YE, the [[Senate]] took advantage of an [[opportunity]] to [[Map_the_Bay_of_Catazar|send Imperial captains]] to [[Talking_sailor#Map_the_Bay|map the Bay of Catazar]]. Thanks to the [[How_sweet_is_the_sea#Mapping_the_Bay|enthusiasm of the Empire&#039;s mariners]], the first reliable modern map of the [[Bay of Catazar]] was produced. This included details of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Attar and the Broken Shore]] - including a [[Bay_of_Catazar#Mareave|first look]] at the coast of Mareave. This was later followed by a [[Construct_Spy_Network_in_Mareave|more extensive survey]] in 385YE.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the map led to a raid against the city of Beoraidh following the Winter Solstice 382YE. An incredible number of Imperial [[fleet|ships]] and [[military unit|soldiers]] launched a [[383YE_Spring_Equinox_winds_of_war#Mission|surprise attack]] against the city, inflicting significant damage and liberating a large number of both slaves and soldiers who had been press-ganged by the Grendel. These orcs would form the foundation of the [[Sannite]] sept of the [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
After the Autumn Equinox 385YE, and the end of the [[Ratify treaty with the Grendel Autumn 383YE|two year peace treaty]] with the orcs of the Broken Shore, four [[Army|Imperial armies]] passed through the Apulian Way to launch the first serious attempt to [[Between_stone_and_salt|conquer the territory of Mareave]]. They faced only token resistance, with the bulk of the Grendel forces being [[A beacon of smoke|engaged in their own attack]] on the other side of the Bay. The four armies conquered [[#Icarion|Icarion]] and [[#Nadir|Nadir]], and following a [[Between_stone_and_salt#Politics_of_Mareave_(Battle)|major conjunction of the Sentinel Gate]] during the Winter Solstice, they secured their hold on [[#Eoradal|Eoradal]] as well. &lt;br /&gt;
&lt;br /&gt;
The Grendel responded by reinforcing the (somewhat disorganised) defence mounted by Salt Lord Ehsan and the Brine Turtles, but it was not enough. Imperial armies pushed south, [[Sea-wood fed with copper|capturing the wealthy region]] of [[#Clisearn|Clisearn]] and the mines of [[#Fundindelve|Fundindelve]]. By the start of the new year 386YE, the Empire had control of the territory - although that control was by no means secure. Shortly before the Spring Equinox, the (former) Salt Lord of Beoraidh sent a [[Sea-wood_fed_with_copper#Warp_and_Weft|delegation]] to speak to the leaders of the Imperial armies with a number of unexpected offers contingent upon the Imperial Senate recognising him and his people as foreigners distinct from the rest of the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Beoraidh===&lt;br /&gt;
The port of Beoraidh is the only major coastal settlement in Mareave. Built on a relatively accessible part of the shoreline, the town appears to be in danger of being washed away. Much work has been done to rebuild the town in the years since the raid, though clearly, most resources have gone towards the shipyard that commands the docks.&lt;br /&gt;
&lt;br /&gt;
===[[Fundindelve]]===&lt;br /&gt;
In northern Clisearn, deep in the mountains near the Ohwinn river, is a large village built around a wide opening cut deep into one of the mountains. This is Fundindelve; a mine with ready access to abundant veins of mithril that lie beneath Mount Finnoderi. &lt;br /&gt;
&lt;br /&gt;
Fundindelve is an Imperial [[Bourse|Bourse position]] which produces 24 wains of mithril each season. Control of Fundindelve is assigned by open auction at the Autumn Equinox each year.&lt;br /&gt;
&lt;br /&gt;
===Palace of Chains===&lt;br /&gt;
To the south-east of the town of Beoraidh, the Palace of Chains squats over the river; controlling access between the north and south of the territory. A series of watchtowers run eastwards, into the mountains. The inner buildings of the fortification are used by Lord Ehsan; with marble walls that have high windows that open to allow a breeze. The city is effectively protected by a fortification of strength 6,000.&lt;br /&gt;
===Great Aqueduct===&lt;br /&gt;
The Great Aqueduct of Eoradal is a massive construction of [[white granite]] that links arid Eoradal with the mountains of [[Skoura]]. It was built around the remnants of an old aqueduct and irrigation system originally created when Mareave was under the control of Skouran ancestors, but fell into disuse and ruin when the Grendel seized the territory. Work on the rejuvenated structure was completed shortly before the Summer Solstice 387YE. A diplomatic agreement was reached whereby the Empire would [[Million_miles_of_water#The_Eoradal_Tunnels|purchase access to the Skouran aquifers]] high in the mountains, providing eastern Mareave with a seemingly endless supply of fresh water. Now, the aqueduct supports not only farming in the region, but with completion of [[Spiral#Curstag&#039;s_Way|Curstag&#039;s Way]] - a road linking Mareave to the wider Empire - the establishment of a sizable new settlement at Eoradal.&lt;br /&gt;
&lt;br /&gt;
===The Apulian Way===&lt;br /&gt;
The Apulian Way links Icarion with [[Spiral#Apulus|Apulus]] in Spiral. This &amp;quot;pass&amp;quot; runs through the foothill, along the coast of the Bay of Catazar, and was widened during the peace treaty to allow Grendel caravans carrying white granite into the Spiral from the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
===The Lighthouse of Icarion===&lt;br /&gt;
The cliff-top buildings were originally built in the Urizen style, but were at one point converted for use by the Grendel. The settlement&#039;s most striking feature is the seven-sided lighthouse constructed with white granite, topped by a globe of tempest jade. There is no light shining from the globe - the lightstone is either lost or unused by the orcs of the settlement.&lt;br /&gt;
&lt;br /&gt;
===Blood River Colossi===&lt;br /&gt;
Two giant statues stand on the coast facing the sea, each about fifty feet tall. The weathered statues depict humanoid figures with human faces and the remnants of what might have once been a spear of a staff. They flank a waterfall that cascades into the Bay of Catazar with dark red-brown polluted water. The rising water level is eroding the left foot of the northern statue, putting it at risk of falling to the sea. Despite their condition, the statues remain an impressive sight.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Icarion===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills, Arid &amp;lt;br&amp;gt;&lt;br /&gt;
The hills of [[Spiral#Apulus|Apulus]] extend down into Icarion and dominate the region. Icarion, like Nadir to the east, is sparsely populated - beyond a handful of mining settlements there are a few small camps making full use of the neglected ruins of the [[Mareave_and_Urizen#Before_the_Empire|former spires]] of Urizen. The mining settlements deliver wagons of iron and copper, along with crates of [[orichalcum]] and [[green iron]] down to the town of Aghnayadh in Sinfoyard. On the coast stands the ruins of the [[#Urizen lighthouse|lighthouse]].&lt;br /&gt;
&lt;br /&gt;
===Nadir===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills, [[Region_qualities#Arid|Arid]]&amp;lt;br&amp;gt;&lt;br /&gt;
Much like [[#Icarion|Icarion]] the hills of Spiral continue into Nadir. The region is even less populated than Icarion to the west; there is only one village of note, Rathmonna, nestled in a lee near the mountains of [[Mountains_of_the_Moon#Borenj|Borenj]]. Rathmonna has low walls, nothing close to a [[fortification]], but serves well enough to protect the inhabitants from the packs of [[Mundane_beasts#Drakes|drakes]] that infest the area but that provide an industry for the high risk and high reward profession of hunter. The high mountains to the north and east are impassable; there is no access to either the Mountains of the Moon nor Skoura from Nadir.&lt;br /&gt;
&lt;br /&gt;
===Eoradal===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Hills, Ruins, [[Region_qualities#Uncooperative|Uncooperative]]&amp;lt;br&amp;gt;&lt;br /&gt;
Eoradal is a region of gentle foothills that slowly rise the further eastwards; the great mountains that are the border to Skoura continue southwards and dominate the horizon. There are ruins here in a style reminiscent of the [[Mountains_of_the_Moon#Zanaeti_Tunnels_and_the_Skouran_Embassy|Skouran embassy]] in the Mountains of the Moon - clearly they are all that remains of the [[Skoura|Skourans]] that held the region hundreds of years ago. The ruins are clustered around the border to Skoura and lead deeper into the mountains. The [[#Great_Aqueduct|Great Aqueduct]] that provides water and irrigation to the depths of the arid region has also helped support the founding of a new settlement amid the ruins of the old town of Eoradal, a settlement that now grows larger every day.&lt;br /&gt;
&lt;br /&gt;
Prior to the Imperial invasion the folk of Eoradal were mostly orcs who did well out of offering service to the Grendel. Though they were rewarded with land and privileges for serving the Salt Lords, for the most part they had little actual &#039;&#039;affection&#039;&#039; for them. The main problem faced by the Imperial Orcs was that the Eoradal families expected the Salt Lords to return at any moment, and anticipated both great rewards for staying “true” to their former masters&#039; ([[Grendel_religion#Fidelity|Fidelity]]), and punishment if they threw their lot in with the Empire too readily ([[Grendel_religion#Retribution|Retribution]]). Foremost among the Eoradal orcs resisting the Empire were the &#039;&#039;Uthni&#039;&#039;, a widely extended family native to Eoradal who claim a strong connection to the Grendel ancestor [[Grendel_religion#Rucraic_-_The_Storm_Lord|Rucraic the Storm Lord]].&lt;br /&gt;
&lt;br /&gt;
The orc families of Eoradal, and the Uthni in particular, are close in temperament to the [[Sannite]] sept, but motivated by a belief that the conquest of Mareave by the Empire will prove as temporary as the Grendel conquest of Spiral has always been. They view the Imperial Orcs&#039; presence as a disruption of the normal order of things that should soon be over, their opposition mostly grounded in a belief that it will earn them favour with the Salt Lords when they inevitably return – and because they just don&#039;t see any long-term advantage to cooperating. The cynicism of the orcs of Eoradal is discussed in more detail in the &#039;&#039;[[Here_to_stay#Cynicism|Here to stay]]&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Sinfoyard===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Beoraidh&amp;lt;br&amp;gt;&lt;br /&gt;
The coastline of Sinfoyard is rocky, which abruptly leads to steep cliffs that stand tall against the waves of the [[Bay of Catazar]]. The region is barren, even more so than the rest of the territory, but is heavily populated due to the salt mines of Lord Ehsan. Near the salt mine is the sprawling town of Aghnayadh; home to warehouses filled with ore from the northern regions and destined for further south, and with accommodation for those desperate enough to work the salt mines. &lt;br /&gt;
&lt;br /&gt;
===Beoraidh===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; City, Coastal, Beoraidh &amp;lt;br&amp;gt;&lt;br /&gt;
Beoraidh is the most densely populated of all the regions in Mareave. It houses the town that shares its [[#Beoraidh|name]] with the region, the [[fortification|fortified]] [[#Palace of Chains|Palace of Chains]] that straddles the &#039;&#039;Ohwinn&#039;&#039; river before it meets the sea, and the [[shipyard]] to the south of the port. The walled headquarters and warehouses of the North Mareave Trading Consortium are located slightly to the north of the port.&lt;br /&gt;
&lt;br /&gt;
===Clisearn===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills, Recalcitrant Inhabitants&amp;lt;br&amp;gt;&lt;br /&gt;
The hills of Clisearn are similar to those found in [[#Eoradal|Eoradal]]; low foothills that lead into the imposing mountains to the east. The key difference is the sheer amount of wealth found in this region. The family of Lord Ehsan once resided here in extensive villas rather than in the Palace of Chains or the dilapidated port town of Beoraidh. The &#039;&#039;Ohwinn&#039;&#039; river starts in the hills, not far from the Fundindelve. There was once a small garrison of [[Elite_Grendel_troops#The_Stone_Born|Stone Born]] who guarded both the mine and the villas of Ehsan.&lt;br /&gt;
&lt;br /&gt;
The main problem facing the Empire here was that under Grendel domination these people were important, wealthy, and felt privileged. Thanks to the abundance of water, they controlled rich farms and beautiful gardens. When Imperial forces took Mareave, many of the orcs who remained here were wealthy Grendel: valued miners and engineers, privileged artisans and magicians, rich landowners or farmers. A number retreated to Beoraidh, or fled the territory entirely, and those who remained looked forward to the return of the Grendel because they saw it as the only way to restore their lost prestige. They did not oppose the Imperial Orcs directly but took every opportunity to undermine their control of Mareave. The core of the opposition was centred around the leaders of three rival families, forced to work together by the conquest of the territory. The &#039;&#039;Adahr&#039;&#039;, &#039;&#039;Marr&#039;&#039;, and &#039;&#039;Tholdie&#039;&#039; were are no friends to Salt Lord Ehsan and for whatever reasons they remain unwilling to join Ehsan&#039;s new city state.&lt;br /&gt;
&lt;br /&gt;
Their resentment was addressed in part through the establishment of the [[#Grand Lodge of the Golden Pyramid|Grand Lodge of the Golden Pyramid]] in Clisearn, but they remain suspicious of the Imperial Orcs, jealously hoarding what little prestige they still enjoy. More information about the independent orcs of Clisearn can be found in the &#039;&#039;[[Here_to_stay#Selfishness|Here to stay]]&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Fleisardh===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Uncooperative, [[Region_qualities#Under_Threat|Under threat]] (Grendel)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleisardh is the original home of the Brine Turtles, one of the [[Grendel_look_and_feel#Broken_Shores_Septs|major septs]] of the Broken Shore and the core of the army of the same name. Their town of Fioroult is built next to the lake that feeds the &amp;quot;&#039;&#039;blood river&#039;&#039;&amp;quot; and is sprawling and dangerous. The lake is fresh water, but there is something in the earth in eastern Mareave that rapidly makes the water undrinkable, tainting it with a crimson hue and making it splash sluggishly - like blood - into the Bay of Catazar. The Brine Turtles maintain a very public town watch but the town is large enough and filled with enough ramshackle dwellings that there are three times as many snickets as there are clear roads and every one of them is potentially deadly. There is a small and close-knit group of &amp;quot;&#039;&#039;alleywalkers&#039;&#039;&amp;quot; who serve a similar function to the [[Thief-taker|thief-takers]] of the Imperial Orcs. The [[#Blood_River_Colossi|Blood River Colossi]] stand as sentinels looking out over the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
The Brine Turtles dominate Fleisardh even while the region is under Imperial Control. For years they were one of the two dominant forces in Mareave, rivalling the power of the Salt Lords of Beoraidh. Their warriors form the army of the same name, and fight proudly under the banners of the Grendel. Indeed they would be the group most likely to take up arms against the Empire... if not for the fact most of the people able to wield those arms are &#039;&#039;already&#039;&#039; fighting the Empire.&lt;br /&gt;
&lt;br /&gt;
The civilian leaders of the Brine Turtle are concentrated in and around the settlement of Fioroult and one of the few large sources of potable water in the region. As a sept they are proud, comparatively powerful, and resentful. They control the borders between Mareave and the rest of the Broken Shore, and are keen to see the Imperial Orcs driven out. They are barely even prepared to &#039;&#039;talk&#039;&#039; to the Empire, let alone help it move through their arid lands or share their resources with it. More details of the Brine Turtles can be found in the &#039;&#039;[[Here_to_stay#Shells|Here to stay]]&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=SenMareave.jpg||caption=&#039;&#039;&#039;NAME&#039;&#039;&#039;, Senator for Mareave|align=left|width=250}}--&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Mareave|Territory=Mareave|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Autumn Equinox 387YE, the city-state of Beoraidh controls Beoraidh and Sinfoyard, and the Grendel control Fleisardh. The Imperial Orcs, and thus the Empire, control the rest of the territory.&lt;br /&gt;
* The [[#Grand Aqueduct|Grand Aqueduct]] removes the &#039;&#039;arid&#039;&#039; quality from the region of Eoradal&lt;br /&gt;
* [[Spiral#Curstag&#039;s Way|Curstag&#039;s Way]] in [[Spiral]] removes the &#039;&#039;under developed&#039;&#039; quality from the region of Icarion&lt;br /&gt;
* [[#Palace of Chains|The Palace of Chains]] is a rank one [[fortification]] with a particularly strong [[fortification#bastion|bastion]] in Beoraidh&lt;br /&gt;
* [[Business|Businesses]] in the territory benefit from the Grand Lodge of the Golden Pyramid and produce an additional 36 rings each season&lt;br /&gt;
* [[mana site|Mana sites]] in the territory benefit from the Grand Lodge of the Golden Pyramid and produce an additional mana crystal each season &lt;br /&gt;
* [[Mine|Mines]] in the territory benefit from the wealth of the northern hills and the Grand Lodge of the Golden Pyramid and produce 30 rings and two extra ingots each season.&lt;br /&gt;
[[Category:Imperial Orcs]][[Category:Gazetteer]][[Category:Imperial_Territory]][[Category:Grendel]]&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Lines of care and sorrow]] - 387YE Autumn wind of war detailing the Grendel invasion of Mareave&lt;br /&gt;
* [[Million miles of water]] - 386YE Winter Wind of Fortune about steps that can be taken to remove the arid quality&lt;br /&gt;
* [[Here to stay]] - 386YE Autumn wind of fortune detailing the appraisal to encourage the southern orcs to be more cooperative&lt;br /&gt;
* [[We all stand]] - 386YE Autumn wind of fortune detailing opportunities presented by the [[Golden Pyramid]] and Tamazi sept in Mareave&lt;br /&gt;
* [[Set my lands in order]] - 386YE Summer Wind of Fortune about the issues affecting the territory&lt;br /&gt;
* [[Digging for fire]] - 386YE Summer Wind of Fortune about the [[Golden Pyramid|Golden Pyramid&#039;s]] investigation in the territory&lt;br /&gt;
* [[Into the spin]] – 386YE Spring wind of fortune summarising the situation in Mareave&lt;br /&gt;
* [[Sea-wood fed with copper]] - 386YE Spring Wind of War about the conquest of Mareave&lt;br /&gt;
* [[Between stone and salt]] - 385YE Winter Wind of War concerning the invasion of Mareave&lt;br /&gt;
* [[Mareave and Urizen]] - Historical research document concerning the history of Mareave from an Imperial perspective&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mushroom,_mushroom,_mushroom&amp;diff=134087</id>
		<title>Mushroom, mushroom, mushroom</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mushroom,_mushroom,_mushroom&amp;diff=134087"/>
		<updated>2026-02-08T00:01:11Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Can I help you?&amp;quot; Renard kept his voice neutral, hoping that diplomacy was still an option. He was intimately aware of the distance between himself and the two treewardens that had brought this potentially threatening visitor to his attention.&lt;br /&gt;
&lt;br /&gt;
The entity stopped poking at the petrified tree and slowly turned around to focus its attention on the Navarr priest. It barely came up to his shoulder, but it was three times as broad as he was. It had long, spindly, sinewy arms that reached almost to the ground, and squat legs that seemed to be little more than stumps. It was clearly not anything mortal - the wide spreading red cap that seemed to be part of its head marked it out as some kind of ambulatory toadstool. Renard noted that it didn&#039;t seem to have a face as such, but directed his wary smile at where he imagined one might be.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The question. Is. Rather.&amp;quot; The creature spoke in stops and starts, its voice surprisingly soft and breathy for a clumpy mass of fungus with no obvious way of speaking. Or breathing. It tailed off. Renard wondered if it was broken. Then it spoke again, that same stilted pattern to its speech. &amp;quot;Rather. It is whether. I can help. You.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When it was obvious that there was no more coming, Renard asked what it meant. The thing gestured to the petrified tree, and the priest swallowed nervously as its sheer length, and the club-like hand at its end, became more apparent. It didn&#039;t seem to have any joints as such, and Renard was pretty confident that if the thing decided to hit him with it, then it would end badly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This. Is a thing. That should not. Be.&amp;quot; It said, and Renard fancied he could hear just the tinge of anger in its voice. &amp;quot;It should. Not. Be like. This.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was the Cold Sun,&amp;quot; Renard explained quickly. He didn&#039;t want the thing thinking &#039;&#039;he&#039;&#039; was to blame. &amp;quot;When the Empty Hands came they did this. There&#039;s trees like it all over Miaren. We&#039;re working on a way to deal with them but... it takes time. Sorry. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
He wasn&#039;t sure why he was apologising. The mushroom being rested its misshapen hand against the calcified &amp;quot;bark&amp;quot; of the tree. It was one of those that passing artists had decorated, turning the bone-white aberration into something if not beautiful then at least symbolic of the defiance of the Navarr people.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Trees die.&amp;quot; Said the visitor, as if it had not really listened to what Renard had said. &amp;quot;They die. They rot. New trees grow. This is. An abomination. I will. Take care. Of it. For you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Renard felt the air shift then, and took an involuntary step back. The treewardens, sensitive to his worry, readied their spears. The mushroom creature began to sing, then, softly. A wordless, shifting, throbbing song that the priest felt in his skin and bones rather than heard with his ears. Colours pulsed across the pale surface of the fungusman - soft pink, deep red, startling violet - and then with a loud &#039;&#039;snap&#039;&#039; the petrified trunk of the tree split straight up the middle. Cracks ran maze-like across the surface, and pieces began to fall away. Still the visitor sang its weird song and Renard saw pale tendrils spread from where its stumpy legs touched the ground into the ashen soil that surrounded the accursed tree. In less than a minute the destruction was complete. The corrupted tree lay in pieces, and the blasted ground around it... swelled with life. Mushrooms, toadstools, puffballs, and less identifiable things began to cover the remains, as dark green ferns uncoiled and opened their feathered leaves all around it.&lt;br /&gt;
&lt;br /&gt;
The mushroom fellow observed the transformation calmly then turned its attention back to Renard who was staring speechless at the little blue and purple flowers beginning to open across several of the ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take. Time. For new trees. To grow.&amp;quot; Said the visitor. &amp;quot;But. They will. Grow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It shook itself - a wave going from the top of its wide cap to the ground and then back again. Renard noted that the tendrils which had emerged from its feet had broken off, and now lay drained and lifeless amid the burgeoning growth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I misspoke. Before. You can. Help me. Maybe.&amp;quot; It said. &amp;quot;I have been sent. To speak. With your people. About gardens. And Life. Is that. Something. You can. Assist me. With?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Renard took a breath, and ratchetted his smile up a notch, as he tried to think of a suitable response.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 275px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Mushroom Sage.jpg|caption=The heralds of Llofir have been abroad in the Empire, especially in Navarr.|align=left|width=275}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
In 384YE, Llofir [[Alignment|demanded amity]] in response to a request for [[Archmage#Plenipotentiary|plenipotentiary]]. At that time it [[I_knew_you_were_trouble#Llofir|explicitly stated that it would use that amity]] to take revenge for the [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|destruction of its garden]] at [[Reikos#Tamarbode|Tamarbode]]. The request was denied and there was little further contact, but the most recent summit saw another attempt to call the eternal for a plenipotentiary. This time Llofir responded by [[Has_reared_himself_a_throne#Hours_Breathing_Faint_and_Low|demanding the Empire first perform the dangerous ritual]] [[Hallow of the Green World]] as a show of trust.&lt;br /&gt;
&lt;br /&gt;
Unwilling to take such a risky step, the [[Conclave]] appear to have offered a compromise - [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Llofir,_Neutrality|declaring neutrality]] with [[Llofir]]. The removal of enmity represents a more cautious approach. Llofir&#039;s heralds can now move freely about the Empire, which is a potential matter for concern, but it can&#039;t wield its power freely, as it could if it were granted amity.&lt;br /&gt;
&lt;br /&gt;
To the surprise of some, it seems to be a compromise the eternal is prepared to accept - to a degree. Earlier that year heralds of Llofir had [[The_first_shot#Miaren|suggested that the eternal would be willing to aid a war against the vallorn]]. The eternal is clear that it has not yet forgiven the Empire for the destruction of the garden, but it seems it is keen to fight against an enemy so inimical to everything the &#039;&#039;Rotlord&#039;&#039; stands for.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ibiss8557.jpg||caption=&#039;&#039;&#039;Ibiss Briarheart&#039;&#039;&#039;, Archmage of Spring|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Cautious Detente==&lt;br /&gt;
* &#039;&#039;&#039;The Conclave has declared neutrality with Llofir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir has accepted the compromise this decision represents but the eternal continues to nurse a grudge for Highguard, the League and Urizen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ibiss Briarheart is the current Archmage of Spring&#039;&#039;&#039;&lt;br /&gt;
Llofir&#039;s message is clear - it is not interested in plenipotentiary. It offered a way that the Conclave could restore trust and they chose a halfway house and that is absolutely fine. But it does not erase the crimes of the past, and if something new is going to grow out of destruction it will be on Llofir&#039;s terms.&lt;br /&gt;
&lt;br /&gt;
Specifically Llofir focuses its disgruntlement on the nations it holds responsible for the destruction of its garden - [[the League]], [[Highguard]], and the people of [[Urizen]]. They&#039;ll receive no favours, no assistance, no wisdom, and Llofir makes no secret of its willingness to support anyone prepared to bring these nations to account. Perhaps, say the heralds, it is time to test them; to see if they are still healthy or if it is time for them to fade from history. It could all just be talk; the heralds of Llofir are not visiting these nations and there&#039;s no sign of immediate retribution taking place.&lt;br /&gt;
&lt;br /&gt;
==Conversations With Navarr==&lt;br /&gt;
* &#039;&#039;&#039;Llofir is prepared to help the Navarr construct an army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Advisor on the Vallorn has been asked to gather Navarr together - and only Navarr - to speak with heralds of Llofir at TBC&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Seren Embercast&#039;&#039; is the current Advisor on the Vallorn&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Seren Embercast.jpg|caption=&#039;&#039;&#039;Seren Embercast&#039;&#039;&#039;, Advisor on the Vallorn|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Following the olive branch extended by the Conclave, the &#039;&#039;Lady of Spores&#039;&#039; is prepared to aid the Navarr in their fight against the [[vallorn]]. Shortly after the Autumn Equinox, several heralds of the Spring eternal appear in [[Brocéliande]], [[Hercynia]] and [[Miaren]], keen to talk to the magicians and vates of the nation about this matter. They&#039;re adamant however that the &#039;&#039;Great Fungus&#039;&#039; is interested in aiding &#039;&#039;the Navarr&#039;&#039; and not &#039;&#039;the Empire&#039;&#039; in this matter.&lt;br /&gt;
&lt;br /&gt;
The heralds are enthusiastic about the [[A thousand years of longing|grand plan]] to unite the vallorn hearts and render the entity mortal. They are aware that only two vallorn hearts remain unconnected to the great network of [[trods]] - the one in [[Sarangrave]] (a territory now claimed by the Empire) and the one in [[Axos]]. The heralds are interested to hear how the Navarr plan to complete the &amp;quot;mycelial network&amp;quot; that will begin the war with the vallorn in earnest.&lt;br /&gt;
&lt;br /&gt;
As such some heralds are planning to visit Anvil to talk to the Navarr. They will visit them in their camp, and they are interested in speaking to Spring magicians (and not just the vates) of the nation. They have asked &#039;&#039;&#039;Seren Embercast&#039;&#039;&#039;, the [[Advisor on the Vallorn]] to gather then together to talk about the vallorn and the progress of the great plan. They are not interested in talking to anyone other than Navarri however - and ask that the Navarr ensure that there are not members of other nations present.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Orange_Pore_Fungus.jpg|caption=The &#039;&#039;Lady of Spores&#039;&#039; has expressed support for the war against the Vallorn.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A New Army===&lt;br /&gt;
* &#039;&#039;&#039;Llofir offers help to the army raised in Miaren if it is dedicated to the destruction of the vallorn&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Rotlord&#039;&#039; is prepared to offer its support for the new Navarr army to help it fight the vallorn, &#039;&#039;provided the meeting with the Navarr mages goes well&#039;&#039;. To ensure that there is no misunderstanding, the heralds are happy to make the offer clear. If the negotiations are successful, then scores of Llofir&#039;s heralds will join the army, providing spores that spread rot and putrefaction, scouring the landscape, but leaving it ready for new life to emerge. If that happened, the army would gain the scouring quality allowing the general to issue the following orders.&lt;br /&gt;
====Scouring====&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;Scour the Land&#039;&#039; order while attacking&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;Turn the Circle&#039;&#039; order while defending&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Navarr can convince Llofir&#039;s heralds to join the new army in Miaren it would gain the &amp;quot;scouring&amp;quot; quality granting it access to two unique orders. Scouring the land would help the army drive the vallorn back and inflict heavy casulaties on it, while Turn the Circle helps to bleed the enemy while it is attacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Scour the Land&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;All casualties inflicted by this army on forces of the vallorn are increased by two fifths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to contest territory against the vallorn is increased by three tenths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
With the aid of Llofir&#039;s heralds, the army spreads spores unleashing a wave of rot and decay against the the forces of the vallorn. Lifeless husks, twisted ettercaps, and mutated insects alike are exposed to infection from the spores. This infection is deep enough to overcome even the supernatural vitality of the vallorn so that the slightest wounds turning deadly.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Turn the Circle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;All casualties inflicted by this army on forces of the vallorn are increased by a tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All casualties suffered by this army are increased by a tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All ruins in the targeted regions are destroyed&#039;&#039;&#039;&lt;br /&gt;
The seeds and spores that Llofir spreads can do more than just destroy the forces of the vallorn - they can also tear down abandoned buildings allowing them to quickly consume ruins. The heralds will target any ruins in the territory, tearing them down as they scour the land clear. One or more regions in the territory will lose the ruined quality, sites of antiquity will be consumed as the slate is wiped clean. As things rot and decay, they leave the soil in the area as rich and fertile as it has ever been. Taking this order won&#039;t turn a desert into a garden, but ruins and the like will be replaced by verdant landscapes. The order is completely indiscriminate, attacking anything that is old and decaying in the territory.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A New Garden===&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;Llofir&#039;s Paludarium&#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; Fane&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; Greenfalls, Miaren&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; 10 weirwood, 10 rings of ilium and 30 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;Special:&#039;&#039;&#039; Must be ceded to Llofir by the Senate&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;
* Allows Llofir to claim the entire region of Greenfalls turning it into a vast garden.&lt;br /&gt;
* Allows the [[Imperial Apothecaries Guild|Apothecaries Guild]] to appoint the Tender of Llofir&#039;s Garden&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 if not commissioned before the end of Autumn Equinox 388YE&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;Tender of Llofir&#039;s Garden&#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; Navarr&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; Apothecaries Guild&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 mushrooms each 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;Responsibilities:&#039;&#039;&#039; To oversee the garden and lead the defence against any attacks on the garden&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;There has been talk of the Navarr granting Llofir a new garden to replace the one in Tamarbode that was destroyed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Llofir&#039;s Paludarium is a commission that requires 10 wains of weirwood, 10 rings of ilium, and 30 crowns in labour costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senate would need to cede the commission to Llofir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The entire region where the garden is built will be claimed by Llofir over the coming year&#039;&#039;&#039;&lt;br /&gt;
There has been suggestions that the Navarr might allow Llofir to create a new garden to replace the one that was destroyed in Tamarbode. It seems that Llofir is prepared to accept an offer of a new garden in Navarr lands. It has accepted that the Tamarbode garden is gone but there is new life, provided the location is suitable. When Llofir created the first garden, it did so as part of unleashing a great wave of magic that scoured the territory of [[Reikos]]. Plants bloomed, tearing down ruined structures, devouring graves and crypts. The scars of the Druj occupation were erased, but with them went much of the Highborn history in the territory. &lt;br /&gt;
{{CaptionedImage|file=Panellus Stipticus.jpg|caption=The &#039;&#039;Quiet One&#039;&#039; wishes to establish a new mushroom garden in Miaren.|align=right|width=300}}&lt;br /&gt;
Having scoured lands claimed by the Navarr, the heralds say that the location Llofir would choose is [[Miaren#Greenfalls|Greenfalls]] in [[Miaren]]. This location is safe and secure, far from the vallorn and similar destructive threats like Highguard and Urizen. Sadly it is dangerously close to Temeschwar and Tassato, but Llofir is confident that this time, its forces would be strong enough to defeat this enemy should it be attacked again. Greenfalls contains many important Navarr ruins which would inevitably be altered as a minimum, if not destroyed by Llofir&#039;s embrace, but for the servants of the Rotlord such renewal is one of the reasons why the region interests the eternal.&lt;br /&gt;
&lt;br /&gt;
If the Navarr were minded to provide Llofir&#039;s with a new garden, they would need to [[commission]] Llofir&#039;s Paludarium in Greenfalls. This structure is similar to a [[fane]], though without the [[Fane#Benefits|usual benefits]] associated, and would need to be ceded to the eternal to function. Once the structure is complete and has been ceded to the Rotlord, then it will slowly spread to consume the entire region in which it is built. The entire region of Greenfalls will be converted into a rich verdant garden by the Lady of Spores, teeming with mushrooms, fungus and molds. If that happens, then the Llofir would allow the Apothecaries Guild to appoint a Navarr citizen to tend the garden and protect its borders. In return they would be invited to gather a handful of mushrooms with magical abilities each season.&lt;br /&gt;
&lt;br /&gt;
Llofir&#039;s heralds are unable to provide information on what properties these mushrooms might have, saying that it would depend how the garden is grown. However that appears to be something the Navarr could affect.&lt;br /&gt;
&lt;br /&gt;
====Old Rope====&lt;br /&gt;
* &#039;&#039;&#039;Llofir seeks 1000 herbs to power the transformation of Greenfalls into a verdant garden&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return it offers material support worth 15 wains of mithril for the new army being raised in Miaren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The type of herb provided will affect the nature of the garden Llofir creates&#039;&#039;&#039;&lt;br /&gt;
Even with the Paludarium, the transformation of Greenfalls will require a huge undertaking of magic by Llofir. Creating a vast garden is a hugely &#039;&#039;expensive&#039;&#039; endeavour, and while the Rotlord has the power to accomplish the deed, it would apparently leave them quiescent for many moons. That is a fate it would rather avoid, so rather than drive the transformation themselves, Llofir would prefer to utilise herbs to power the change.&lt;br /&gt;
&lt;br /&gt;
Huge numbers of herbs would be required to perform the magic. Llofir&#039;s heralds believe the eternal could use up to a thousand herbs to complete the transformation of the region. The &#039;&#039;Quiet One&#039;&#039; does not ask for this aid as a gift however - instead it offers a simple trade. If the Navarr and their allies were willing to provide the necessary herbs, then in return the eternal will provide the Navarr with weapons and armour fashioned from mycelium that has grown so old and hard that it is as light and strong as [[mithril]]. Based on the samples shown, the civil service calculate that this would reduce the amount of mithril required to raise the army in Miaren by 15 wains. If less herbs were provided, then the exchange could still be made, but the eternal would provide proportionally less aid to the new army.&lt;br /&gt;
&lt;br /&gt;
The Rotlord is content to allow the Navarr to choose which herb might be exchanged in this way - but it would need to be all the &#039;&#039;same&#039;&#039; type of herb. Mixing different herbs would be a catastrophe as the innate properties of the herbs would clash with each other. The heralds claim that whichever herb the Navarr chose would determine the properties of the garden Llofir created, affecting the mushrooms available to the Tender of Llofir&#039;s Garden and any future benefits the garden might offer.&lt;br /&gt;
&lt;br /&gt;
Llofir&#039;s heralds will discuss the offer with the Navarr when they meet at the coming summit and provide arrangements if they wish to proceed. &lt;br /&gt;
{{CaptionedImage|file=Amanita_muscaria.jpg|caption=Llofir is... interested... in the fall of the Druj empire.|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;End of Empire&#039;&#039;==&lt;br /&gt;
* &#039;&#039;&#039;Llofir sees the Druj nation in decline and offers to help hasten that end&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is risky because it might instead revitalise the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It proposes that Hallow of the Green World be performed in Therunin while it remains under Druj control&#039;&#039;&#039;&lt;br /&gt;
There&#039;s one other matter that is of interest to Llofir. That of the Druj. The eternal seems to believe that the &amp;quot;Empire of the Druj&amp;quot; is in decline, that Imperial aggression has weakened it so much that it may be on the brink of collapse. It proposes to test if this is the case. &lt;br /&gt;
&lt;br /&gt;
If the Empire are prepared to evoke [[Hallow of the Green World]] in [[Therunin]], then that [[enchantment]] will settle over the Druj Empire (such as it is) rather than the Imperial Empire - due to the [[Laws_of_magic#The_Law_of_Boundaries|magical Law of Boundaries]]. The effects will be concentrated in Therunin itself, in the [[Forest of Ulnak]], and in the [[Salt Flats of Sanath]]. The ritual will provide some succour to the Druj of course - it helps to promote the growth of [[herb|healing herbs]] in [[herb garden|herb gardens]] - but that may be of little comfort to the orcs of the Mallum. It will also allow Llofir to focus his power freely on the Druj, to fulfil its identity as the &amp;quot;Ender of Empires.&amp;quot; With the tools at its disposal it will act to hasten the collapse of the Druj, bringing sickness and ruin. The eternal cannot predict exactly what form this will take, but it will be impactful.&lt;br /&gt;
&lt;br /&gt;
The ritual will &#039;&#039;also&#039;&#039; free the other Spring eternals to act directly in the Druj Empire. [[Yaw&#039;nagrah]] and [[Arhallogen]] already have a fair amount of freedom to operate there, and are broadly inclined to support the Druj. On the other hand it seems the [[Irra Harah|Prince with a Thousand Foes]] is chomping at the bit to be able to act freely in the Mallum against the Druj. And while [[Siakha]] shows no favour where the Druj are concerned, she revels in &#039;&#039;any&#039;&#039; chance to destroy. For that matter, there are other Spring eternals with no interest in the Empire who might be goaded to intervene in the Druj empire if the doors were opened for them to do so.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Cassandra11972.jpg|caption=&#039;&#039;&#039;Cassandra i Periera i Erigo&#039;&#039;&#039;, Imperial Censor (Summer 385-Autumn 386)|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Obviously, invoking this ritual is no simple matter - but the magnitude required to affect the Druj right now is &#039;&#039;significantly&#039;&#039; lower than that required to affect the entire Empire. It could be cast at magnitude 100 at the coming Winter Solstice, if it were targeted against the Druj territories. It would still be tricky - and risky - because it would require a strong Spring regio in a Druj held territory, so it would be impossible to cast from Anvil. Anyone prepared to make the attempt would need to find an opportunity to use the [[Sentinel Gate]] to a suitable location in the Druj empire containing a Spring regio.&lt;br /&gt;
{{stub}}&lt;br /&gt;
Another piece of good news is that there would be no legal obstacles involved. The [[Interdiction]] that was [[385YE_Autumn_Equinox_Conclave_sessions#Interdiction_:_Empire_Wide_Enchantments|raised two years ago]] by [[Imperial Censor]] &#039;&#039;&#039;Cassandra i Periera i Erigo&#039;&#039;&#039; is very specific. It is the practice of &#039;&#039;weaving an enchantment across the entire Empire&#039;&#039; that is forbidden. Using the ritual to affect the Druj empire is entirely legal.&lt;br /&gt;
&lt;br /&gt;
Llofir&#039;s heralds try to be plain that the eternal has no particular enmity against the Druj - it is simply that it believes they are on the cusp of falling into ruin. If they are too sickly to survive, Llofir would see them perish, and new life rise from their remains. &amp;quot;They will either fall, or rise,&amp;quot; says one philosophical little herald. &amp;quot;We will either hasten their inevitable end, or they will be rejuvenated. Either outcome is acceptable.&amp;quot;&lt;br /&gt;
===Waves of Ruin (Conjunction)===&lt;br /&gt;
* &#039;&#039;&#039;There is a pair of conjoined conjunctions to Eastring in Therunin at TBD&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Druj are attempting to use Spring magic to rile up the vallorn even further&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If they can be stopped and driven off from the ritual site, then ritualists could travel to the area to perform Hallow the Green World on the remaining Mallum territories&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This conjunction takes place within the &#039;&#039;vallorn miasma&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
There is a pair of strange conjoined conjunctions to Eastring in Therunin late on Saturday at the next summit. The first is a large conjunction for 60 people, the second conjunction is to the same location but smaller, and occurs just ten minutes after the first one. Conjoined conjunctions are rare, but not completely unknown - and this one would be ideal for Llofir&#039;s plan.&lt;br /&gt;
&lt;br /&gt;
Even if the Empire is not minded to take up Llofir&#039;s offer, the conjunction is still crucial. The Druj have moved a group of &#039;&#039;[[Druj_lore#Ghulai|ghulai]]&#039;&#039; to the area, looking to repeat the ritual they used a year ago to rile the vallorn. If they are not stopped then the current risks in Therunin will grow significantly worse. The expansionist threat of the vallorn will continue, and will last for another year, potentially seeing the whole of Therunin swallowed up. The Druj are clearly desperate to do something that might draw the Empire&#039;s attention away from their homelands.&lt;br /&gt;
&lt;br /&gt;
The area is, inevitably, within the [[Vallorn#Vallorn_Miasma|vallorn miasma]] which presents its own difficulties. At least the miasma does not play favourites; the Druj will be as affected by it as Imperial forces. It might be prudent, however, to make preparations for dealing with the effects even if only arranging a way to remove [[Calls#VENOM|venom]] from those who return from the conjunctions.&lt;br /&gt;
&lt;br /&gt;
Stopping the ritual is a victory in itself but if the Druj are stopped and the area is secured, then a ritual team of up to twenty five people could use the second conjunction to join the heroes in Therunin. They could use the regio to perform Hallow the Green World - they may even be able to take advantage of any resources or items the Druj are carrying to help them perform their own magic. With their ritual team defeated, the Druj would be in no position to counter any such ritual.&lt;br /&gt;
&lt;br /&gt;
If the enchantment is cast, it will wash out of Therunin and take hold across the Mallum. [[Inhabitants of the realms#Heralds|Heralds]] of the [[Realms#Spring|Spring realm]], and the eternals themselves, will be freed to exert influence over the [[Salt Flats of Sanath]] and the [[Forest of Ulnak]]. It is impossible to say what the impact that might have - beyond saying there will definitely &#039;&#039;be&#039;&#039; one.  &lt;br /&gt;
&lt;br /&gt;
It is easier to assess the effect on Therunin itself. Llofir&#039;s heralds will spread the power of ruin across the territory, weakening and sapping strength from the [[vallorn]]. Its ability to claim another region will be significantly reduced - falling by 5,000 from its current total. Imperial armies fighting in the territory will find it easier to hold the vallorn back during the season, but will still suffer the effect of fighting an active vallorn. Assuming the Druj ritual is stopped, by the start of the Spring Equinox the vallorn will settle back into relative quiescence - active but not expanding. It will keep any land it has already expanded into of course but the threat of any further expansion will be gone for the time being. &lt;br /&gt;
&lt;br /&gt;
At the same time, Llofir will &amp;quot;rejuvenate&amp;quot; the marshy territory. Given what happened in [[Reikos]] when the eternal did the same, it will mean that any ruins in the regions the Navarr once occupied will be swept away. New life will rise from the destruction with supernatural speed - seeing [[Therunin#Peakedge Song|Peakedge Song]] and [[Therunin#Upper Tarn Valley|Upper Tarn Valley]] gain the &#039;&#039;forested&#039;&#039; quality. The Lower Tarn Valley will lose the &#039;&#039;poisoned&#039;&#039; quality, but in the process gain the &#039;&#039;Mycelial&#039;&#039; quality as all kinds of fungus and mushrooms - most natural but some infused with Spring magic - sprout across it. The scars of war with the Druj will be erased, but in the process any damaged or ruined structures or settlements will be consumed by Llofir&#039;s power.&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;Whisperspore&#039;&#039;&#039;&amp;lt;br&amp;gt;If you plan to take the boon Llofir is offering, you will need a suitable phys-rep for the resultant &#039;&#039;whisperspore&#039;&#039;. A pouch containing an amount of pale powder such as sherbet or flour makes an adequate phys-rep for whisperspore. The whisperspore itself is provided in the form of a typical rip-on-use card. The only way to find out exactly what it does is to use it (by inhaling it).&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rot and the Magic==&lt;br /&gt;
* &#039;&#039;&#039;Whisperspore is still available to Imperial magicians who seek it through Madyn&#039;s Gift&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The strange material can be used to involve the eternal in the casting of certain rituals during the Winter Solstice&#039;&#039;&#039;&lt;br /&gt;
Despite, or perhaps because of, the change in status, the Rotlord has [[Has_reared_himself_a_throne#Trust|continued to offer Whisperspore]] to any Imperial magicians prepared to pay its price. During the Winter Solstice, any Imperial magician can perform the Spring ritual [[Madyn&#039;s Gift]] but include up to five measures of [[beggar&#039;s lye]] alongside the [[realmsroot]]. For each pair of realmsroot and beggar&#039;s lye, the casters will receive a dose of &#039;&#039;whisperspore&#039;&#039;. Any leftover realmsroot or beggar&#039;s lye will be returned untouched.&lt;br /&gt;
&lt;br /&gt;
This substance is valuable in its own right, but during the Solstice the substance can also be used to capture the attention of Llofir. Obviously, both the creation of whisperspore and its use to gain boons from Llofir is only legal while the eternal has neutrality; if the Conclave restores enmity than accepting any of these boons would be a crime.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=LlofirArt.jpg|caption=The &#039;&#039;Wisdom of Fallen Wood&#039;&#039; offers magical boons to some of the Empire&#039;s masters of Spring magic.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Skin of the Mushroom===&lt;br /&gt;
* &#039;&#039;&#039;Skin of Bark, Blood of Amber will provide additional endurance if cast with a dose of whisperspore&lt;br /&gt;
* &#039;&#039;&#039;The target becomes subject to VENOM, and their body will swiftly fall apart if they die&lt;br /&gt;
* &#039;&#039;&#039;This will prevent them rising as a husk or vallornspawn husk&lt;br /&gt;
[[Skin of Bark, Blood of Amber]] is a potent enchantment of Spring magic that brings vitality. Yet Llofir and its servants often speak of the way new life rises from death. If at least one dose of whisperspore is used in the performance of the ritual during the Winter Solstice,  the ritual will provide an additional rank of Endurance to the target, but they will also become subject to VENOM. If the VENOM is removed, the enchantment immediately ends. If the subject dies while the enchantment is in place, their body will swiftly break down in the same way as if someone had cast [[Turns the Circle]] on it. This means that subjects will not rise as [[vallornspawn husks]] or otherwise leave bodies to be possessed or claimed.&lt;br /&gt;
&lt;br /&gt;
The ritual can be cast on multiple targets as normal, but in this case it requires a dose of whisperspore for each target. Otherwise everyone involved will simply gain the usual effects of &#039;&#039;Skin of Bark, Blood of Amber&#039;&#039;. If the enchantment is placed on a single target, it can be made [[Ilium#Using_ilium_in_rituals|permanent with ilium]] in the usual way. If this happens, the heightened effects - for good or ill - are permanently infused into the target.&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;Magical Mushrooms&#039;&#039;&#039;&amp;lt;br&amp;gt;Like [[Yaw&#039;nagrah]], Llofir&#039;s demesne in the [[Realms#Spring|Spring realm]] overflows with the magical substances known as &#039;&#039;donahorti&#039;&#039;. They take the form of fungus, spores, rots and rusts of all kinds. Common effects include boons for magicians casting Spring rituals (especially those associated with the resonance of [[Spring magic#Ruin|ruin]]); endurance or healing at a price (often represented by [[Calls#VENOM|venom]] or [[Calls#WEAKNESS|weakness]]; or gifts of strange insight, exhilaration, or awareness similar to those experienced by consuming some mundane fungi (albeit much more pronounced and powerful).&lt;br /&gt;
&lt;br /&gt;
Ideal phys-reps for such substances might be actual pieces of mushroom or toadstool, or small bags of powder representing spores.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blessing of Old Winter===&lt;br /&gt;
* &#039;&#039;&#039;Blessing of New Spring has additional effects if cast with whisperspore&lt;br /&gt;
* &#039;&#039;&#039;A farm will provide 6 fewer crowns for one year but four doses of magical mushrooms of various kinds&lt;br /&gt;
* &#039;&#039;&#039;The effect lasts for a full year&lt;br /&gt;
* &#039;&#039;&#039;A farm enchanted with Llofir&#039;s power cannot be targeted with Strong Ox, Golden Sun or Gathering the Harvest&lt;br /&gt;
[[Blessing of New Spring]] is a very old ritual widely used across the Empire to enchant farms to make them fertile and productive. It is especially powerful when used in conjunction with [[Strong Ox, Golden Sun]] and [[Gathering the Harvest]], rituals that build on the effects of this magic to increase a farm&#039;s yield even further.&lt;br /&gt;
&lt;br /&gt;
Llofir offers an alternative for those who are eager to embrace the gifts that the &#039;&#039;Great Fungus&#039;&#039; offers. If a dose of whisperspore is used while performing the ritual - then a new enchantment will settle over the farm - something his heralds call &amp;quot;The Blessing of the Rotlord&amp;quot;. This new enchantment will last for one year, unless the ritual is replaced in that time. During that time, the farm will produce a small crop of magical mushrooms, in place of the normal crops that would grow. While that happens, the farm will produce six crowns less but gain four magical mushrooms in their place.&lt;br /&gt;
&lt;br /&gt;
A ritual group could invoke the Blessing of the Rotlord on multiple farms at once, but it would require one dose of whisperspore for each farm that is targeted by the ritual, otherwise the normal Blessing of New Spring will settle over all the farms instead. A farm enchanted with &#039;&#039;Blessing of the Rotlord&#039;&#039; cannot benefit from [[Strong Ox, Golden Sun]] or [[Gathering the Harvest]].&lt;br /&gt;
&lt;br /&gt;
===Regrow the Land&#039;s Heart===&lt;br /&gt;
* &#039;&#039;&#039;Regrow the Land&#039;s Heart can be infused with Llofir&#039;s power if the entire cost is paid with whisperspore and vital honey, and no crystal mana is included&lt;br /&gt;
* &#039;&#039;&#039;The territory will experience a burst of renewal focused around transforming places of ruin and rot into fertile land&lt;br /&gt;
* &#039;&#039;&#039;Farms and herb gardens in the territory will produce less money or fewer herbs, but provide additional magical mushrooms&lt;br /&gt;
The &#039;&#039;Great Fungus&#039;&#039; perceives death and decay as a route to new life. Sometimes its blessings are terrible, bringing disease and infection. Sometimes, however, its blessing promotes the blooming of new life from mulch and putrefaction. The final boon it offers Imperial magicians is an offer to weave this growth into any casting of [[Regrow the Land&#039;s Heart]] that targets an Imperial territory. To claim this boon, the ritual must be cast with both &#039;&#039;whisperspore&#039;&#039; and [[Vis#Vital Honey|vital honey]], and no crystal mana must be used (although mana from other sources such as [[Balms of the Fountainhead#Suffusion of Blood|Suffusion of Blood]] is fine), and the performance must include an evocation of Llofir by at least three of its names.&lt;br /&gt;
&lt;br /&gt;
If this is done Llofir will pour its own power into the enchantment. It will still have its normal effect - indeed it will be even more effective. Areas scarred by war or natural disaster, will quickly become overgrown with new plants and mushrooms. Regions with the [[Region_qualities#Ruined|ruined]] quality will not lose it, but the areas of ruin will swiftly be transformed into gardens or even woodlands. Every [[farm]] in the territory will provide 3 crowns fewer in income in the period leading up to the Spring Equinox, and every [[herb garden]] will produce six fewer true vervain. Instead they will provide three doses of magical mushrooms from the demesne of Llofir.&lt;br /&gt;
&lt;br /&gt;
The exception is a territory that is part of the League, Highguard, or Urizen. The heralds of Llofir will not prevent the boon being used to cast &#039;&#039;Regrow the Land&#039;s Heart&#039;&#039; on those nations, but they warn that doing so will invite the eternal to take a measure of vengeance against the enchanted territory. No boons will be provided; what exactly will happen is unpredictable but the [[Unfettered Mind]] and [[Celestial Arch]] theorise that the eternal&#039;s influence will cause the ritual to deploy its effects in the most unhelpful fashion. Yet there is also a possibility here to drain away some of the enmity Llofir feels towards those nations - targeting a territory from one of those nations, especially if the ritual is performed by magicians of that nation, will satisfy the eternal&#039;s anger and repair the relationship with the &#039;&#039;Rot Lord&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Llofir]]&lt;br /&gt;
* [[Has_reared_himself_a_throne#Hours_Breathing_Faint_and_Low|Has reared himself a throne]] - Autumn 387YE plenipotentiary wind of fortune&lt;br /&gt;
* [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|Destroying angels]] - Summer 383YE wind of war&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spiral&amp;diff=133940</id>
		<title>Spiral</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spiral&amp;diff=133940"/>
		<updated>2026-02-04T13:47:16Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Apulian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; max-width: 500px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|RegionsofSpiral.png|WiderSpiral.png|500x500px|Caption1|Caption2|Caption3|Caption4|Caption5|Caption6|A rising city in the shadow of the {{Black Plateau}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Spiral is a hard place to live; its arid and rocky valleys mean that the majority of food needs to be imported in from Highguard, the Marches, and Dawn. Where there is vegetation it is more often than not light scrubland except in [[#Apstrus|Apstrus]] and [[#Cinion|Cinion]] which are home to light rolling woodland and a tangled mess of [[Beware_my_power#The_Rejuvenation_of_Cinion|vines and trees]] respectively. And at the heart of the territory sits the oppressive malignancy of the {{Black Plateau}}.&lt;br /&gt;
&lt;br /&gt;
Spiral has always been isolated, and has always had a haunted reputation. The [[Urizen]] lived here long before there was an Empire, although the main focus of pre-Imperial Urizen settlement was in [[Morrow]] to the north. The two territories were connected by a tenuous &amp;quot;bridge&amp;quot; of spires stretching across south-western [[Zenith]]. At some point in the far distant past, before even the Urizen lived here, powerful magic was enacted in Spiral. At the heart of the territory is the {{Black Plateau}}, a great plateau of volcanic glass with a dire reputation. Artefacts from the {{Black Plateau}} are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered. Since being [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|roused to full wakefulness]], its oppressive miasma penetrates the entire territory, inescapable save in scattered oases bound with magically infused mithril. &lt;br /&gt;
&lt;br /&gt;
Spiral has always been a battleground, most recently between the Empire and the Grendel to the south. Where it was once an Urizen territory, it is now part of the League. A clever political stratagem saw the Grendel governor of the territory, Salt Lord Kaliact, split from the orcs of the Broken Shore and become an Imperial citizen. The repercussions of this profound change to Urizen and the Empire are still being felt. Today Spiral is home to citizens of [[the League]] - a mixture of immigrants from the other cities, former Grendel [[orc|orcs]], and former Urizen who chose to embrace city life - as well as many Urizen who [[A_question_of_loyalty#Serve_Your_Cause|refuse to abandon their loyalties]].&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Spiral was lost to the Empire over fifty years ago. In 331YE. Barbarians from the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]] came up through [[#Apulus|Apulus]] along the coast, and with weapons fashioned from the glass taken from the {{Black Plateau}} overran the defenders of Spiral, resisting all efforts to throw them back. Refugees streamed into [[Morrow]] and [[Zenith]], and many of them - and their descendants - remain in their new homes.&lt;br /&gt;
&lt;br /&gt;
During Winter 377YE there was a concentrated effort to shore up the defences of [[#Ruins of Fort Mezudan|Fort Mezudan]]. Identifying a weakness in the Grendel supply lines, a [[378YE_Summer_Solstice_winds_of_war#Dawn|concerted campaign of seaborne raiding]] was followed in Autumn by the invocation of a [[378YE_Autumn_Equinox_winds_of_war#The_Tempest|cataclysmic tempest]] that devastated the docks at [[#Apulus|Apulian]]. Shortly after the Autumn Equinox 379YE the Grendel responded in kind when a [[379YE_Winter_Solstice_winds_of_war#The_Ruin_of_Fort_Mezudan|powerful magical storm]] left the fort in ruins.&lt;br /&gt;
&lt;br /&gt;
In Spring 381YE, the Grendel orcs launched a [[381YE_Spring_Equinox_winds_of_war#Patterns_of_Force_.28Spiral.29|major offensive]] on all fronts that saw Imperial forces driven back to Cinion, and the territory again fell into barbarian hands. Over the next year, war raged relentlessly across the territory, accompanied by the slow rousing of the {{Black Plateau}} in [[#Screed|Screed]]. The situation came to a head shortly after the Winter Solstice 381YE when the [[Varushka|Varushkan]] army of the Iron Helms were [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|unleashed against the Grendel]]. During the Battle of Solen&#039;s Doubt in [[#Apstrus|Apstus]], three Grendel armies were permanently destroyed as a wave of madness swept through both Imperial and orc forces that culminated in the awakening of the {{Black Plateau}} - an event whose repercussions are still not entirely understood.&lt;br /&gt;
&lt;br /&gt;
The [[Cambion#Stubborn Will|stubborn will]] of the [[cambion]] lineage has proved to provide a measure of protection from this oppressive atmosphere. As such, [[Urizen]] cambions are increasingly in demand as messengers between the [[spire|spires]] of the south-eastern [[territory]] and are often sought out to perform scouting, support, or rescue missions here, although the very quality that makes them so useful also means they tend to be [[Cambion#independent|frustratingly intractable]] and prone to embarking on unrelated side quests that they have decided are more important&lt;br /&gt;
&lt;br /&gt;
The Senate ratified a peace treaty with the Grendel during the [[Ratify treaty with the Grendel Autumn 383YE|Autumn Equinox 383YE]] that saw the Empire cede the regions of Ankra, Cinion and Ateri to the Grendel. Over the next three months [[From_the_sieve_of_your_hands#The_New_Boss|Salt Lord Kaliact]] established herself as the new, almost reasonable, ruler of the territory. Over the next year the new inhabitants of Spiral engaged with the Empire, helping to create the position of [[Spiral Envoy]] to encourage trade with the people of Apulian. The Senate voted against [[Ratify treaty with Salt Lord Kaliact|ratifying a treaty]] with Kaliact that would see the territory treated as a separate entity to the rest of the Broken Shore. Undeterred, Kaliact tried again and a season later, in [[Ratify_treaty_with_Salt_Lord_Kaliact_Spring_385YE|Spring 385YE]], the Senate voted to ratify a historic treaty that ceded the territory to the Empire and saw it [[A tide in the affairs|claimed]] by the [[Wolves of War]] shortly after.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice 385YE Merchant Prince Kaliact and the rest of the Apulians swore to [[League Egregore|Guise]] and [[Windfall|joined the League]] as full Imperial citizens. &#039;&#039;&#039;Genoveva Barossa d&#039;Apulian&#039;&#039;&#039;, one of the many immigrants from the other cities, was elected as the first League senator of Spiral. Now, with the Empire once again [[385YE_Autumn_Equinox_Senate_sessions#Declare_war_on_the_Grendel|at war]] with the Grendel, the territory looks south to the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]].&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
===Apulian===&lt;br /&gt;
Standing on the coast of [[#Apulus|Apulus]], the fortunes of the town of Apulian have waxed and waned in recent years. A centre for sea-trading, as well as a regular destination for [[the League|League]] and [[the Brass Coast|Freeborn]] vessels operating in the eastern [[Bay of Catazar]], it was a jewel of the Urizen coast. This changed with the Grendel invasion. Perhaps the worst casualty of the barbarian invasion, the &#039;&#039;&#039;Lighthouse at Apulian&#039;&#039;&#039; was a [[great work]] that served as both a spire dedicated to foreign trade and a beacon for all the Urizen fleets based in Spiral. The last Keeper of the Lighthouse, Hadrian of Apulian, burst the entire structure apart once it became clear it would fall to the orcs, shattering the magical stone (a gift from the [[eternal]] [[Kimus]]) that served as the light. The white granite tower exploded in a thunderous detonation, the echoes of which were reportedly heard as far away as [[Sarvos]] and the island of the [[Madruga#The_Lyceum|Lyceum]]. The release of magical power incinerated several hundred orcs, along with all the defenders of Apulian. Some refugees from Spiral attempted to have Hadrian declared an [[Paragons_and_Exemplars#Exemplars|Exemplar]] of [[Loyalty]], but received little support from the [[Synod]]. Most of the survivors are dead now, of course.&lt;br /&gt;
&lt;br /&gt;
In 378YE the [[378YE_Autumn_Equinox_winds_of_war#The_Tempest|invoked devastation]] finished what Hadrian of Apulian had started - the rebuilt waterfront at Apulian was smashed to pieces. Then in 380YE, during a [[Tree_of_ice_(conjunction)|conjunction of The Fountain]], powerful ritual magic sank the entire coastline of Apulus into the Bay, transforming the region into a stinking mire. Many of the remaining buildings collapsed and sank in the marshes, leaving the entire area in ruins. Since then, Apulian has switched between Urizen and Grendel control several times. The Grendel seem to see it as a prize, rebuilding the docks and many of the buildings. When Merchant Prince Kaliact took control of Spiral, she spent [[white granite]] like water to restore Apulian. Reports say that she had the support of both local Urizen architects, and [[Principalities of Jarm|Jarmish]] magicians in not only building the city but also establishing a [[fortification]] here.&lt;br /&gt;
&lt;br /&gt;
Apulian is now the &amp;quot;&#039;&#039;City of Nets&#039;&#039;&amp;quot; and an established city of the League, equivalent to [[Mitwold#Meade|Meade]] in the Marches or [[Skarsind#Gildenheim|Gildenheim]] in distant Skarsind. It boasts strong walls of solid granite, extensive docks, and a melange of architectural styles both Grendel and Urizen. All the newer structures have been built with the aid of Urizen scholars, and incorporate mithril weaves that protect those within from the worst effects of living in Spiral; the intricate designs give a certain continuity of theme to the otherwise disparate building styles, and have led to the name &amp;quot;City of Nets.&amp;quot; The beautiful, well-fortified palace takes pride of place near the docks. &#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Palace of Apulian is a rank one fortification.&lt;br /&gt;
&lt;br /&gt;
===The {{Black Plateau}}===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Plateau Ascendant&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly before the Spring Equinox 382YE, the {{Black Plateau}} became active to a degree unprecedented in the history of the Empire. This has a number of effects, many of which are not yet clear. What is certain for the time being however is:&lt;br /&gt;
* Every army fighting in Spiral takes 25% additional casualties&lt;br /&gt;
* It is impossible to receive natural resupply in Spiral&lt;br /&gt;
* Any army that sends the season in Spiral will lose 5% of its maximum fighting strength over the course of that season even if it is not engaged.&lt;br /&gt;
* [[fleet|Fleets]], [[military unit|military units]], [[business|businesses]], and [[farm|farms]] have their production reduced by a quarter. The nightmares and the oppressive power of the {{Black Plateau}} encourages any living person in Spiral to leave. Only the completion of [[#The Block|the Block]] allows other [[Resource#Personal_Resource|personal resources]] to prosper, and creates safe havens for citizens to live here.&lt;br /&gt;
* The mithril in the Legacy appears to shield the workers there somewhat, but there are few workers prepared to make the trip to Ossuary given the recent history of the mithril mine and the constant threat of the {{Black Plateau}}. As a consequence, the upkeep of the Legacy has been doubled for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
Over the last few years there have been several magical rituals designed to deal with the {{Black Plateau}}. None of those rituals will have any effect, for good or ill, on the active {{Black Plateau}}. Indeed, it is highly unlikely that &#039;&#039;any&#039;&#039; ritual magic will be effective against the {{Black Plateau}} in its current roused state.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
A great plateau of volcanic glass with a dire reputation. Artefacts from the {{Black Plateau}} are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered. Scholars have established that while many of the artefacts recovered from the {{Black Plateau}} date back to the days of distant Terunael, and to pre-Urizen Spiral, there are occasional artefacts that reach back even further - they cannot agree on the exact age of the plateau but the volcanic glass may date back to a period before human history.&lt;br /&gt;
&lt;br /&gt;
Barbarians armed with weapons fashioned from the glass taken from the {{Black Plateau}} overran the defenders of Spiral, resisting all efforts to throw them back. There are no permanent settlements or spires in the area [[#Screed|around the {{Black Plateau}}]] - attempts to establish them ended in tragedy without exception. For the last four decades there have been stories of wild, bestial humans - presumably the offspring of Urizen left behind when Spiral fell to the barbarians - who live on and around the plateau. Their motivations, assuming they even exist, are unknown.&lt;br /&gt;
&lt;br /&gt;
The plateau feeds on and amplifies negative emotions - especially hate, rage, fear, and despair. Those fighting in the territory when it became active also reported hallucinations and oppressive, malign thoughts causing them to dwell on past failures, insults, and suspicions. In some cases, these thoughts lead to tragic action. Shortly before the Spring Equinox 382YE, the {{Black Plateau}} was [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|roused to full wakefulness]] with dire consequences.&lt;br /&gt;
&lt;br /&gt;
Interestingly, it seems that those of the [[cambion]] [[lineage]] are particularly resistant to this oppressive influence; they still experience the urges, thoughts, and visions but rather than giving in to them they tend to become stubborn, obdurate, uncooperative, and self-contained. This means that those with cambion blood are very much in demand to serve as scouts and messengers between isolated settlements not connected by the Heliopticon - but the very quality that makes them so useful also means they tend to be frustratingly intractable and prone to embarking on unrelated side quests that they have decided are more important than the mission given to them by their &amp;quot;superiors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In 386YE, the [[Vigilance]] assembly encouraged some of the virtuous to travel to Spiral to explore various threats there; they provided a comprehensive report at the Spring Equinox 387YE paying particular attention to the &#039;&#039;people&#039;&#039; who help make the plateau such a threat. This report can be read in the &#039;&#039;&#039;[[Our_eyes_in_Spiral#The_Black_Plateau|Our eyes on Spiral]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Oblivion&#039;s Edge===&lt;br /&gt;
Today, the plateau is watched over by the [[Oblivion Sentinel]], from the old spire of [[Oblivion_Sentinel#Oblivion&#039;s_Edge|Oblivion&#039;s Edge]]. Part of the dominion of the [[eternal]] [[Sung]], the old spire is [[The_fate_of_the_many#The_Serpent&#039;s_Edge|wrapped in obfuscating power]] providing two significant benefits. The watchful eternal provides advance warning of any significant threats posed by the {{Black Plateau}}, but more immediately valuable is the magical pact that allows any Urizen living in Spiral to use the [[Vale of Shadows]] to draw on its obfuscating power to help hide their home and create a mystical connection with the rest of their nation. This required the creation of two mithril sculptures, one at the northern end of the Twilight Gate in southern Proceris and one above the Brilliant Star in the peaks of Optarion in Redoubt. Once they were in place they aligned with Oblivion&#039;s Edge focussing the mysterious [[Night magic]] Sung was already employing there. This allowed Urizen citizens to continue living in Spiral without suffering the usual disadvantages folk of one nation encounter when living in a territory belonging to a different nation.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|The Three Passes}}&lt;br /&gt;
&lt;br /&gt;
===The Passes===&lt;br /&gt;
Before the [[381YE_Autumn_Equinox_winds_of_war#Game_Information_-_Spiral|Autumn Equinox 381YE]], the Grendel engaged in a program of collapsing the passes through the western and the northern mountains out of Spiral. At this time there are four major passes still open that are large enough to allow a campaign army to pass through them without difficulty. &lt;br /&gt;
* The &#039;&#039;&#039;Onyx Path&#039;&#039;&#039; linking [[Redoubt#Optarion|Optarion]] and [[Spiral#Ateri|Ateri]]. The western end of the pass is guarded by the [[Redoubt#Court of the White Fountain|Court of the White Fountain]], while the eastern end emerges near the ruins of Fort Mezudan.&lt;br /&gt;
* The &#039;&#039;&#039;Crow Road&#039;&#039;&#039; linking [[Redoubt#Willstone|Willstone]] and [[Spiral#Cinion|Cinion]]. The western end of the pass is watched by the resourceful sentinels of Willstone spire, while the eastern end emerges in the hills above the area that was once home to Damakan&#039;s Forge&lt;br /&gt;
* The &#039;&#039;&#039;Twilight Gate&#039;&#039;&#039; linking the plains of [[Zenith#Proceris|Proceris]] and the northern [[Spiral#Ossuary|Ossuary]]. This &amp;quot;pass&amp;quot; is wide enough that it would be extremely difficult to close it without constructing a [[fortification]]. The Grendel attempted this with the [[#Ballagadruh|Ballagadruh]] but with limited success.&lt;br /&gt;
* The &#039;&#039;&#039;Apulian Way&#039;&#039;&#039; links southern [[#Apulus|Apulus]] with northern [[Bay of Catazar#Mareave|Mareave]]. This &amp;quot;pass&amp;quot; runs through the foothill, along the coast of the [[Bay of Catazar]], and has been widened a little of late by [[Grendel]] caravans bringing [[white granite]] into the territory from the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]].&lt;br /&gt;
These passes are a significant [[#Strategic Considerations|strategic consideration]] when discussing conflict in the territory. There are several smaller, higher passes still intact of course that can be used by small groups or caravans - but these are not suitable for a [[Army|campaign army]] to use. Of particular note, the mountains of southern [[#Apstrus|Apstrus]] contain no passes through to the Grendel territory of [[Bay of Catazar#Mareave|Mareave]] that are suitable for use by an Imperial army. Without an opportunity it is only possible to enter Mareave through the Apulian Way.&lt;br /&gt;
&lt;br /&gt;
===Ballaghadruh===&lt;br /&gt;
Begun shortly after Merchant Prince Kaliact took control of Spiral, the Ballaghadruh is a [[fortification]] built at the southern end of the [[#The Tree Passes|Twilight Gate]] in [[#Ossuary|Ossuary]]. The initial plans apparently intended to close the entire pass with a wall of white granite, but the structure as it currently stands consists of a solidly built keep and several garrison towers across the mouth of the pass. One reason for the less ambitious structure is likely the amount of mithril required to protect the inhabitants from the effects of living and working in Spiral. The fortress itself was completed in only six months thanks to magical assistance from well-paid [[Principalities of Jarm|Jarmish]] magician-engineers. &#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Ballaghadruh is a rank one fortification.&lt;br /&gt;
&lt;br /&gt;
===The Block===&lt;br /&gt;
Not far from Ossen&#039;s Spire in [[#Cinion|Cinion]] stands the Block, a vital construction that helps alleviate some of the impact of the {{Black Plateau}}. Proposed in Winter 382YE by a group of [[Urizen_religious_beliefs#Illuminates|illuminates]], [[The_path_that_winds#The_Block|the Block]] is positioned within a circle of blasted and burnt trees that seems to be a powerful locus of [[Winter magic]].&lt;br /&gt;
&lt;br /&gt;
Following their suggestions, the Imperial Senate [[Construct_Mithril_Block|approved construction]] of a carefully shaped block of mithril, aligned with the [[The Oak|Oak]] and the [[The_Key_and_The_Lock#The_Lock|Lock]] and used to harness the power of the [[regio]] that lies at the heart of the blasted grove. The block now emanates waves of magic across the territory following the old heliopticon paths. 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 is able to focus that energy and protect the inhabitants of the spire from the worst of the Plateau&#039;s influence. The protection offered by the block means that people can 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 is not sufficient to deal with all the problems encountered by those &#039;&#039;outside&#039;&#039; the warded spires or [[#Apulian|Apulian]]. The penalties to armies, in particular, and the increased upkeep of the Legacy, are not affected. Likewise, the wilderness outside the spires continues to be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
There is also some concern that the Block lies in the area of Spiral conceded to the Silver Flame rebels - the &amp;quot;non Imperial Urizen&amp;quot; who separated from the Empire over the decision to [[Powers_of_the_Imperial_Senate#Assignment|assign]] Spiral to the League. So far the rebels have shown no interest in interfering with the Block - they rely on its power as much as anyone else does - but the fact it lies outside Imperial control is enough to give some people pause. While relations remain good there is little to worry about; if they deteriorate then it is not impossible the Silver Flame might threaten the Block and there would be little Imperial forces could do about it.&lt;br /&gt;
&lt;br /&gt;
=== The [[Legacy]] ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the [[Spiral]] page ---&amp;gt;&lt;br /&gt;
This vast mine complex is mostly played out today, but still manages to produce significant quantities of mithril for whoever controls it. According to legend the site was part of a great gift to the Urizen people but who gave it to them, and why, are details lost to time.&lt;br /&gt;
&lt;br /&gt;
The Legacy is a national [[Bourse|Bourse position]] which produces mithril. Control of the Legacy is assigned by national auction at the Autumn Equinox each year. This Bourse position produces 22 Imperial wains of [[mithril]] every season.&lt;br /&gt;
&lt;br /&gt;
This Bourse seat has changed hands numerous times. As of the Winter Solstice 385YE it is a national seat of the League auctioned to the highest bidder.&lt;br /&gt;
===Bridge of the Air===&lt;br /&gt;
The [[Morrow#Bridge of the Air|Bridge of the Air]] was constructed in [[Morrow]] to help transport [[white granite]], but the mithril cables and lifts also spread through the adjoining territories to create a transport network that has greatly improved travel particularly in northern Redoubt. A true wonder, the Bridge transports both people and trade goods, smoothing travel through the dangerous mountains and between the mountains and the lowlands. Lifts help transport travellers and cargo from the lowlands to the highlands, and conventional roads and bridges have been employed where they are most useful. The &#039;&#039;skyways&#039;&#039; are concentrated in the mountainous regions, but the roads included as part of their construction have linked up with Curstag&#039;s Way to greatly improving the ability of travellers and traders to move across the territory.&lt;br /&gt;
&lt;br /&gt;
===Curstag&#039;s Way===&lt;br /&gt;
[[We_all_stand#Trade_Routes|Curstag&#039;s Way]] is a broad highway that runs through southern Spiral, connecting [[Redoubt]] and [[Mareave]]. The road is a major lifeline to the [[Imperial Orcs]] in the arid south-eastern territory but has also improved prosperity across Spiral. The road is officially named for the first League orc to die in battle for the Empire - Curstag von Apulian Crimson Way - but is also known in some quarters as the &#039;&#039;Calumo-Sheeva-Nightshadow Road&#039;&#039;, or the &#039;&#039;Greater Apulian Way&#039;&#039;. The road itself is valuable, but what makes it particularly effective are the establishment of several mithril-woven rest-stops along the route that offer protection from the malign effects of the {{Black Plateau}} to those wishing to trade with Apulian, or the orcs of Mareave.&lt;br /&gt;
&lt;br /&gt;
===Ruins of Fort Mezudan ===&lt;br /&gt;
The [[fortification|fortress]] Fort Mezudan - also known as the Fist - was under construction at the time the barbarians attack, but workers and guards refused the order to destroy the walls. When the original defences against the barbarians fell, the workers armed themselves and held the semi-completed fortress for two weeks until Imperial reinforcements arrived. For that reason the stone-crafters guild were always considered to have nominal control of this small fortress, and no decade went by without some major renovation or improvement being undertaken.&lt;br /&gt;
&lt;br /&gt;
During Winter 377YE, the [[Imperial Master of Works]] arranged for emergency supplies and many wains of white granite collected by Marcus of Endsmeet to reach the stone-crafters guild of Ateri. While Imperial forces occupied the invading orc armies, the final months of work were [[Fortify_Ateri_in_Spiral|completed]] at a feverish rate that burnt out almost the entire ushabti work force. By the middle of Spring 378YE, the Fist was complete, ready to serve its intended purpose as a bastion for Imperial forces against the invaders of Spiral.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, shortly after the Autumn Equinox 379YE, a [[379YE_Winter_Solstice_winds_of_war#The_Ruin_of_Fort_Mezudan|powerful magical storm]] struck the fortress, which had already been damaged as part of the [[379YE_Autumn_Equinox_winds_of_war#The_Siege_of_Fort_Mezudan|renewed Grendel offensive]]. The Fist was completely destroyed.&lt;br /&gt;
&lt;br /&gt;
===Ruins of Ankarien===&lt;br /&gt;
On the slopes of [[#Ankra|Ankra]] stood the Spire of Ankarien. One of the oldest and most prestigious of the Urizen spires, it was home to perhaps the finest library in the Empire. The infamous [[Emperor Nicovar]] was born here, and lived much of his early life at Ankarien; this did not spare the library from his destructive wrath as he descended into madness. What Nicovar did not quite achieve, the barbarians almost managed. As they drew near the librarians carried much of the contents to [[Zenith#Endsmeet|Endsmeet]]. The Spire of Ankarien now lies in ruins, the remainder of its books and scrolls destroyed or stolen by the barbarian plunderers.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Ankra===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The mountains of Ankra are the site of some of the oldest spires in Urizen, including the ruins of one of the most prestigious - the library of [[#Ruins of Ankarien|Ankarien]]. The most well known settlement was the Spire of Endless Horizen; home to the architect &#039;&#039;Tiborion&#039;&#039; who is one of the ring leaders of the [[A_question_of_loyalty#Urizen|secessionist Urizen]].&lt;br /&gt;
&lt;br /&gt;
===Apstrus===&lt;br /&gt;
The lower slopes of the Apstrus peaks are covered in rolling woodland, carefully cultivated by ushabti and at one time produced a great bounty of [[forest]] materials, especially [[Materials#Iridescent Gloaming|iridescent gloaming]]. The &#039;&#039;dreaming spires of Apstrus&#039;&#039; (as they were often known) were dedicated to philosophical thought, their forest-bounty providing the inhabitants with lives of comfort despite their location on the very eastern edge of the Empire. One of the most prestigious was &#039;&#039;&#039;Solen&#039;s Doubt&#039;&#039;&#039;. Dedicated to experimental philosophy, it was a place for solitary study and thought. Unsurprisingly, it was overrun during the barbarian march to conquer the territory. The Battle of Solen&#039;s Doubt shortly before the Spring Equinox 382YE saw Imperial and Grendel forces clash here for the final time during the campaign. Three Grendel armies disbanded due to the actions of the Iron Helms, and the {{Black Plateau}} became fully active. Five hundred Imperials died in the very instant the plateau awoke; both forces withdrew in disarray in the wake of the calamity.&lt;br /&gt;
&lt;br /&gt;
Of special interest to the Urizen, the central [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] tower for Spiral stood on the northern slopes of Apstrus, the heart of the communication network. The defenders held the tower for several months against the barbarians, allowing the rest of Spiral additional warning of army movements, and relaying desperate messages for aid to Morrow and Redoubt. Though the tower finally fell, it is still unknown if the barbarians destroyed the specially calibrated mirror and the light-source (a glowing stone infused with the magic of the realm of Day), or stole them away. Some recent rumours suggest these two components might have been hidden by the defenders, and only uncovered recently, but the facts are unclear - and idle speculation has no place in the study of history.&lt;br /&gt;
&lt;br /&gt;
===Apulus=== &lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; City, Coastal&lt;br /&gt;
Before it was taken by the barbarians, Apulus was the gateway to adventure for the people of Urizen and, to a degree, the Empire. Expeditions south into the wilds of [[Bay_of_Catazar#Mareave|Mareave]] would rest here before undertaking their quests into the unknown wilderness. Ships from across the Bay of Catazar docked at the coastal spires here, with [[The League|League]] and [[The Brass Coast|Freeborn]] adventurers in particular being regular visitors. &lt;br /&gt;
&lt;br /&gt;
The jewel on the coast here is the city of [[#Apulian|Apulian]] whose fortunes have been extremely mixed in the years since the original Grendel invasion. What started as a minor frontier settlement that was the last resting place for adventurous citizens journeying south has now blossomed into a thriving city on par with [[Mitwold#Meade|Meade]] and [[Hahnmark#Kalpaheim|Kalpaheim]]&lt;br /&gt;
&lt;br /&gt;
===Ateri===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
[[#Ruins_of_Fort_Mezudan|Fort Mezudan]] once stood on the slopes of the mountains here before its destruction by Grendel magic. The Onyx Path is one of the [[#The Passes|three passes]] wide enough to allow an [[Army]] to move between Spiral and the rest of the Empire. The eastern end of the pass was guarded by Fort Mezudan, while the western end is protected by the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]].&lt;br /&gt;
&lt;br /&gt;
===Cinion===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Silver Flame&lt;br /&gt;
The wide valleys of Cinion are lush and covered in rolling woodland. Until [[Beware_my_power#The_Rejuvenation_of_Cinion|Winter 380YE]] the region was littered with ruined spires, most long since looted by the barbarians. Several of these spires stood over plentiful [[mine|mines]] and there were many rich veins of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]]. The mines remain, but almost all the ruined spires are now gone. Those that survived the [[380YE_Spring_Equinox_winds_of_war#Fire on the Mountains|supernatural fires that raged across the mountains]] in Spring 380YE were consumed by [[Beware_my_power#The_Rejuvenation_of_Cinion|trees and vegetation]] invoked with powerful Spring magic designed to rejuvenate the area.&lt;br /&gt;
&lt;br /&gt;
One small area proved resistant to the magic released to heal the wounded hills. A grove of blasted and burnt trees, no more than twenty-feet across, remains devoid of greenery to this day. Magicians who have visited the area suggest that it is infused with the power of [[Winter magic]] and that it forms the locus of a [[regio]] tied to the [[The_Thrice-cursed_Court|Thrice-cursed Court]]. A small group of [[Urizen magical traditions#Illuminates|illuminates]] have committed to keeping an eye on the place; their suggestion in Winter 382YE lead to the creation of [[#The Block|the Block]] that now occupies the blasted grove and provides magical protection to the spires of Spiral against the influence of the {{Black Plateau}}.&lt;br /&gt;
&lt;br /&gt;
The [[#The Three Passes|Crow Road]] is one of the three passes that connect Spiral to the Empire, linking Cinion with [[Redoubt#Willstone|Willstone]] in [[Redoubt]]. The eastern end of the pass is watched by the resourceful sentinels of Willstone spire, while the eastern end emerges in the hills above the area that was once home to [[Zenith#Crucible of Fate|Damakan&#039;s Forge]].&lt;br /&gt;
&lt;br /&gt;
===Ossuary=== &lt;br /&gt;
Ossuary takes its name from the large number of giant bones regularly unearthed in the mines here. Scholars are at a loss to explain them - some claim they may be the bones of great [[Mundane_beasts#Drakes|drakes]] or perhaps even [[Legendary_beasts#Dragons.2C_Wyverns_and_Wyrms|dragons]]. Many of these bones have been exported to other parts of the Empire where they are studied or presented as curiosities. &lt;br /&gt;
&lt;br /&gt;
The [[#The Legacy|Legacy]] is in Ossuary; a vital resource that once provided mithril to the people of Urizen, and now serves to support the ambitions of the League. It was lost to the Grendel in Summer 379YE, and traded hands between them, the Empire, and the Druj for many years before being [[Powers_of_the_Imperial_Senate#Allocation|allocated]] to the League in [[385YE_Autumn_Equinox_Senate_sessions#Allocate_the_Legacy|Autumn 385YE]]&lt;br /&gt;
&lt;br /&gt;
From northern Ossuary, the [[#The Passes|Twilight Gate]] connects Spiral to [[Zenith#Proceris|Proceris]] in [[Zenith]]. This &amp;quot;pass&amp;quot; is wide enough that it would be extremely difficult to close it without constructing a [[fortification]] at one end or the other.&lt;br /&gt;
&lt;br /&gt;
===Screed===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Accursèd&lt;br /&gt;
The [[#The Black Plateau|{{Black Plateau}}]] occupies most of Screed. Even when the territory was held by Urizen, Screed was largely deserted apart from temporary camps of scholars studying the plateau and its artefacts. When the region was held by the Druj they used scavenging teams - some supplemented with human slaves - here to source new instruments of cruelty. Now, small encampments of daring Leagueish adventurers are dotted across Screed, but likewise have avoided creating any permanent settlements.&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
The {{Black Plateau}} has major strategic implications for any conflict in the territory. As well as the effects mentioned above, whenever armies have clashed in Spiral the influence of the {{Black Plateau}} has made everything worse in an unpredictable fashion. Any extended campaign in Spiral will need to take that into account.&lt;br /&gt;
&lt;br /&gt;
The mountains that surround Spiral have a direct impact on how [[Army|armies]] can move into and out of the territory. The only easily accessible routes are via the passes. Entering or leaving Spiral is &#039;&#039;only&#039;&#039; possible between [[Redoubt#Optarion|Optarion]] and [[Spiral#Ateri|Ateri]] (the Onyx Path); [[Redoubt#Willstone|Willstone]] and [[Spiral#Cinion|Cinion]] (the Crow Road); [[Zenith#Proceris|Proceris]] and the northern [[Spiral#Ossuary|Ossuary]] (the Twilight Gate); and [[Spiral#Apulus|Apulus]] to [[Bay_of_Catazar#Mareave|Mareave]] on the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]] (the Apulian Way).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=SenatorSpiral.jpg|caption=Genoveva Barossa d&#039;Apulian, Senator for Spiral|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Spiral|Territory=Spiral|Season=Summer}}&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Summer Solstice 386YE, the [[386YE_Spring_Equinox_Senate_sessions#Ratify_Treaty_with_Urizen_of_the_Silver_Flame|Silver Flame]] control Cinion. The League, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* Shortly before Spring 382YE, the {{Black Plateau}} awoke to full malignancy. Its influence is felt across the entire territory.&lt;br /&gt;
* [[#Apulian|The Palace of Apulian]] is a rank one [[fortification]] in Apulus&lt;br /&gt;
* [[#Ballaghadruh|Ballaghadruh]] is a rank one fortification in Ossuary&lt;br /&gt;
* [[business|Businesses]] in the territory benefit from the Bridge of Air and Curstag&#039;s Way and produce an extra 72 rings each season.&lt;br /&gt;
* [[mana site|Mana sites]] in the territory benefit from the Bridge of Air and produce an extra mana crystal each season.&lt;br /&gt;
* Following the Summer Solstice 385YE, the Urizen National Assembly sent &#039;&#039;&#039;Lepidina&#039;&#039;&#039; to [[385YE_Summer_Solstice_Synod_judgements#Judgement_67|enact a mandate]] urging Urizen residents of Spiral to avoid cooperating with the new inhabitants. This included refusing to share the secrets of [[#The Block|the Block]] with them which led to an increase in construction costs and the need for additional wains of mithril. During the Summer Solstice 386YE the Urizen Assembly sent &#039;&#039;&#039;Tarquinius Ankarien&#039;&#039;&#039; to [[386YE_Summer_Solstice_Synod_judgements#Judgement_96|enact a mandate]] urging the Urizen who still live in Spiral to use the Block to help protect the minds of all citizens from the malignant {{Black Plateau}} removing the need for additional construction costs and wains of mithril. Further details can be found in the &#039;&#039;&#039;[[The fate of the many#A Precious Secret|Fate of the many]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[The_city_below#The_Block|The city below]]&#039;&#039;&#039; winds of fortune.&lt;br /&gt;
&lt;br /&gt;
[[Category:The League]][[Category:Gazetteer]][[Category:Imperial_Territory]][[Category:Urizen]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2026&amp;diff=133893</id>
		<title>Rules update 2026</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2026&amp;diff=133893"/>
		<updated>2026-02-03T17:37:28Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Every year we carry out a review of some part of the game looking to see what we improve. This process of continuous review allows us to keep the game fresh and ensures we remain happy that we&#039;re running the very best game we can. We don&#039;t have many updates this year, but the ones we do have are important for the players who are affected. This page summarizes and explains the changes so that players can identify and understand the changes easily. &lt;br /&gt;
&lt;br /&gt;
We try to include a section after each update to explain the reasoning behind the change, as well as providing an in-character rationale for what has changed where appropriate. As ever, it is important to remember that the rationale is there purely to provide a way for characters to explain any changes, it&#039;s not an actual plot development.&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Citadels==&lt;br /&gt;
We&#039;ve changed the rules for fortifications so that a single [[fortification]] now has a bastion which makes the region it is in harder to take, and a garrison of troops who will protect the territory. The new rules replace the old rules for fortifications, and the previous rules for citadels have been completely dropped - they no longer apply at all, as they are completely superseded by the new rules.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The simplicity of the original rules published for fortifications contained a number of problems. It was hard to create convincing narratives around the idea that a large fortification on one side of a territory would somehow protect the entire territory. Not least because it would do that without inflicting any damage on invading armies (unless they attacked the fort directly). Fortifications tended to fall down almost immediately if they were attacked, encouraging players to try and build them as far from the front lines as possible, neither of which is what we want from a game design point of view.&lt;br /&gt;
&lt;br /&gt;
Last year, we attempted to resolve those difficulties by creating citadels, originally intending them to replace fortifications. Howeve,r because it made no sense to put a citadel in the location that the forts were in, that proved impossible. Having realised that error late, we opted for a partial implementation and ran the new rules alongside the old rules. That didn&#039;t work either, because citadels were simply not as good as fortifications.&lt;br /&gt;
&lt;br /&gt;
So this winter, we&#039;ve gone back and started again with a fresh set of rules for fortifications. The new rules mean that the fortification helps to make a region more difficult to take - which is one of the things we wanted forts to achieve. They are also much more resilient, meaning they are more likely to change hands and be captured rather than simply fall down when an army attacks them. Finally, having each fortification include a distinct garrison means that we can be clear in the narrative of a campaign about what is happening (the garrison is sallying forth to attack invaders) while also having the garrison take and inflict damage, reifying the fact that the garrison is fighting the invaders.&lt;br /&gt;
&lt;br /&gt;
Explicitly separating the bastion (the castle that makes the region harder to take) and the garrison (the soldiers who staff the fortification and defend the territory) allows us to reference them directly in the game, both in the narrative and with plot [[opportunity|opportunities]]. &lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* &#039;&#039;&#039;Several recent winds of fortune have been updated&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Many rituals dealing with fortifications have been updated&#039;&#039;&#039;&lt;br /&gt;
Several recent winds of fortune have been updated to bring them into line with the new rules:&lt;br /&gt;
&lt;br /&gt;
* [[Outside_the_wall#Walls_Against_Wickedness|Outside the wall]] and [[Ward Little Boyar&#039;s Welcome|the accompanying Senate motion]] - is now an opportunity to ward the walls of the fortification in Delev.&lt;br /&gt;
* [[Golden_magicians_fayre#Frozen_Strength|Golden magicians fayre]] - the Rimebound quality would now affect any mortal fortification in the region, making rituals cast on it more effective.&lt;br /&gt;
* [[Our_eyes_in_Spiral#Oblivion&#039;s_Edge|Our eyes in Spiral]] - is now an opportunity to build a fortification in Screed to protect and contain the {{Black Plateau}}.&lt;br /&gt;
* [[Eight_for_a_wish#Stone_Endures|Eight for a wish]] - has been updated to be an opportunity for the sodality to build fortifications.&lt;br /&gt;
* [[The war of thorns and flowers]] - the section introducing citadels has been removed. Attacking vallorn forces will usually target a fortification if the bastion is adjacent to a vallorn heart.&lt;br /&gt;
* [[For_those_in_peril_on_the_sea#A_Vigilant_Light|For those in peril on the sea]] - now an opportunity to build a powerful fortification in Oranseri&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also made changes to many of the rituals that deal with fortifications, either by enchanting them, cursing them, or creating temporary defences. They include:&lt;br /&gt;
* [[Stone&#039;s Unyielding Defiance]] and [[Ramparts of Ashlar]] provide additional force to the garrison of a fortification&lt;br /&gt;
* [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] affect both the bastion and the garrison, and how their damage is inflicted has been adjusted slightly.&lt;br /&gt;
* The &#039;&#039;Wolves of Winter&#039;&#039;, a ritual not in Imperial Lore, provides additional strength to the garrison of the enchanted fortification, but &#039;&#039;only&#039;&#039; for purposes of inflicting casualties.&lt;br /&gt;
* The four &amp;quot;citadel&amp;quot; rituals - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]], [[Dripping Echoes of the Fen]], and [[The Basalt Citadel]] have been changed significantly, and each provides different benefits.&lt;br /&gt;
Some of the rituals have also had their magnitude adjusted.&lt;br /&gt;
===Arcane Projections===&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections that affect fortifications are likely to be impacted by these changes&#039;&#039;&#039;&lt;br /&gt;
If you have an [[arcane projection]] that targets a fortification, its likely its effects have been impacted by these changes. An email sent to [mailto:rules@profounddecisions.co.uk rules@profounddecisions.co.uk] along with the name of the arcane projection will allow us to update the effects if necessary, and provide you with a replacement physrep at your next event. &lt;br /&gt;
{{Rules Updates}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2026&amp;diff=133883</id>
		<title>Rules update 2026</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2026&amp;diff=133883"/>
		<updated>2026-02-03T16:51:11Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Every year we carry out a review of some part of the game looking to see what we improve. This process of continuous review allows us to keep the game fresh and ensures we remain happy that we&#039;re running the very best game we can. We don&#039;t have many updates this year, but the ones we do have are important for the players who are affected. This page summarizes and explains the changes so that players can identify and understand the changes easily. &lt;br /&gt;
&lt;br /&gt;
We try to include a section after each update to explain the reasoning behind the change, as well as providing an in-character rationale for what has changed where appropriate. As ever, it is important to remember that the rationale is there purely to provide a way for characters to explain any changes, it&#039;s not an actual plot development.&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Citadels==&lt;br /&gt;
We&#039;ve changed the rules for fortifications so that a single [[fortification]] now has a bastion which makes the region it is in harder to take, and a garrison of troops who will protect the territory. The new rules replace the old rules for fortifications, and the previous rules for citadels have been completely dropped - they no longer apply at all, as they are completely superseded by the new rules.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The simplicity of the original rules published for fortifications contained a number of problems. It was hard to create convincing narratives around the idea that a large fortification on one side of a territory would somehow protect the entire territory. Not least because it would do that without inflicting any damage on invading armies (unless they attacked the fort directly). Fortifications tended to fall down almost immediately if they were attacked, encouraging players to try and build them as far from the front lines as possible, neither of which is what we want from a game design point of view.&lt;br /&gt;
&lt;br /&gt;
Last year we attempted to resolve those difficulties by creating citadels, originally intending them to replace fortifications. However because it made no sense to put a citadel in the location that the forts were in, that proved impossible. Having realised that error late, we opted for a partial implementation and ran the new rules alongside the old rules. That didn&#039;t work either, because citadels were simply not as good as fortifications.&lt;br /&gt;
&lt;br /&gt;
So this winter, we&#039;ve gone back and started again with a fresh set of rules for fortifications. The new rules mean that the fortification helps to make a region more difficult to take - which is one of the things we wanted forts to achieve. They are also much more resilient, meaning they are more likely to change hands and be captured rather than simply fall down when an army attacks them. Finally, having each fortification include a distinct garrison means that we can be clear in the narrative of a campaign about what is happening (the garrison is sallying forth to attack invaders) while also having the garrison take and inflict damage, reifying the fact that the garrison is fighting the invaders.&lt;br /&gt;
&lt;br /&gt;
Explicitly separating the bastion (the castle that makes the region harder to take) and the garrison (the soldiers who staff the fortification and defend the territory) allows us to reference them directly in the game, both in the narrative and with plot [[opportunity|opportunities]]. &lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* &#039;&#039;&#039;Several recent winds of fortune have been updated&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Many rituals dealing with fortifications have been updated&#039;&#039;&#039;&lt;br /&gt;
Several recent winds of fortune have been updated to bring them into line with the new rules:&lt;br /&gt;
&lt;br /&gt;
* [[Outside_the_wall#Walls_Against_Wickedness|Outside the wall]] and [[Ward Little Boyar&#039;s Welcome|the accompanying Senate motion]] - is now an opportunity to ward the walls of the fortification in Delev.&lt;br /&gt;
* [[Golden_magicians_fayre#Frozen_Strength|Golden magicians fayre]] - the Rimebound quality would now affect any mortal fortification in the region, making rituals cast on it more effective.&lt;br /&gt;
* [[Our_eyes_in_Spiral#Oblivion&#039;s_Edge|Our eyes in Spiral]] - is now an opportunity to build a fortification in Screed to protect and contain the Black Plateau.&lt;br /&gt;
* [[Eight_for_a_wish#Stone_Endures|Eight for a wish]] - has been updated to be an opportunity for the sodality to build fortifications.&lt;br /&gt;
* [[The war of thorns and flowers]] - the section introducing citadels has been removed. Attacking vallorn forces will usually target a fortification if the bastion is adjacent to a vallorn heart.&lt;br /&gt;
* [[For_those_in_peril_on_the_sea#A_Vigilant_Light|For those in peril on the sea]] - now an opportunity to build a powerful fortification in Oranseri&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also made changes to many of the rituals that deal with fortifications, either by enchanting them, cursing them, or creating temporary defenses. They include:&lt;br /&gt;
* [[Stone&#039;s Unyielding Defiance]] and [[Ramparts of Ashlar]] provide additional force to the garrison of a fortification&lt;br /&gt;
* [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] affect both the bastion and the garrison, and how their damage is inflicted has been adjusted slightly.&lt;br /&gt;
* The &#039;&#039;Wolves of Winter&#039;&#039;, a ritual not in Imperial Lore, provides additional strength to the garrison of the enchanted fortification, but &#039;&#039;only&#039;&#039; for purposes of inflicting casualties.&lt;br /&gt;
* The four &amp;quot;citadel&amp;quot; rituals - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]], [[Dripping Echoes of the Fen]], and [[The Basalt Citadel]] have been changed significantly, and each provides different benefits.&lt;br /&gt;
Some of the rituals have also had their magnitude adjusted.&lt;br /&gt;
{{Rules Updates}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=133882</id>
		<title>Wiki Updates</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=133882"/>
		<updated>2026-02-03T16:50:34Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This is a list of significant updates to the wiki. We try to keep it as up to date as possible, in the hope it will be a more useful reference than the [[Special:RecentChanges|recent changes]] page which lists every spelling correction and formatting change. &lt;br /&gt;
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By its nature this page will be regularly updated so when you visit the wiki try checking here first. However, please keep in mind this is a manually updated page, so it may be a little behind the actual updates. We tend to make an entry on this page once an update is finalised - so if something has changed and hasn&#039;t been mentioned here it&#039;s possible that the changes are not yet complete.&lt;br /&gt;
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In early 2022, we moved all entries on this page prior to 2019 to the [[Archive:Wiki_updates_to_2018|previous wiki updates]] page in the Archive namespace as detailed in [[#Archiving Wiki Updates|Archiving wiki updates]]. We did this again in 2024, moving updates prior to 2021 to the same page.&lt;br /&gt;
==Fortifications==&lt;br /&gt;
* &#039;&#039;&#039;03/02/2026&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some significant changes to the way [[fortification|fortifications]] work in the military campaign. The fortification page has been extensively edited; fortifications are now split into a [[fortification#bastion|bastion]] that represents the physical fortification, and a [[fortification#Garrison|garrison]] that represents the soldiers which defend it. In the process, we&#039;ve removed the [[citadel]] commission. There is a [[Rules update 2026#Fortifications and Citadels|rules update]] that discusses the changes in more detail.&lt;br /&gt;
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At the same time, we&#039;ve made changes to several rituals that interact with fortifications. This includes:&lt;br /&gt;
* [[Hammers of the Brilliant Shore]] and [[Stalwart Stand on Solid Ground]] explicitly affects only the bastion of a fortification.&lt;br /&gt;
* [[Stone&#039;s Unyielding Defiance]] and [[Ramparts of Ashlar]] provide additional force to the garrison of a fortification&lt;br /&gt;
* [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] affect both the bastion and the garrison, and how their damage is inflicted has been adjusted slightly.&lt;br /&gt;
* The &#039;&#039;Wolves of Winter&#039;&#039;, a ritual not in Imperial Lore, provides additional strength to the garrison of the enchanted fortification, but &#039;&#039;only&#039;&#039; for purposes of inflicting casualties.&lt;br /&gt;
* The four &amp;quot;citadel&amp;quot; rituals - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]], [[Dripping Echoes of the Fen]], and [[The Basalt Citadel]] have been changed significantly, and each provides different benefits.&lt;br /&gt;
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Some of the rituals have also had their magnitude adjusted. We&#039;re currently still assessing existing fortifications, and outstanding opportunities and will update them as we go.&lt;br /&gt;
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==Dadford Road Exit Plan==&lt;br /&gt;
* &#039;&#039;&#039;09/09/2025&#039;&#039;&#039;&lt;br /&gt;
There are new instructions for when you are [[Dadford_Road_Campsite#Departure|exiting Dadford Road campsite at the end of this final event]]. Please make sure you follow the instructions carefully to save time for you and everyone else!&lt;br /&gt;
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==Chimes of Annulment==&lt;br /&gt;
* &#039;&#039;&#039;08/09/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the duration of effect for [[Chimes of Annulment]] from one minute to ten minutes. The previous short duration left too little margin for error to make it an appealing option on battles. The new time is designed to be difficult - but more achievable. The recent conjunctions involving the Lock and the Key provide an IC justification for the change if one is needed.&lt;br /&gt;
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==Varushka Embroidery and Weaving==&lt;br /&gt;
* &#039;&#039;&#039;08/09/2025&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[Varushka_culture_and_customs#Embroidery_and_Weaving|Varushka culture and customs]] page with an entry on embroidery and weaving, following the completion of the Great Hall of Fabric Arts in Delev.&lt;br /&gt;
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==Sodality Limitations==&lt;br /&gt;
* &#039;&#039;&#039;05/09/2025&#039;&#039;&#039;&lt;br /&gt;
We have changed the [[Imperial_sodality#Limitations|limitations on titles appointed by Imperial sodalities]]. If they elect a national position it must be revocable by the relevant national assembly. &lt;br /&gt;
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==Walls of Holberg==&lt;br /&gt;
* &#039;&#039;&#039;23/08/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve fixed an error in the database for the location of the Walls of Holberg. The city of Holberg is in the region of Holfried - which is where the walls are canonically - not neighbouring Holmauer (which was once walled, but the walls were long since destroyed by the Druj).&lt;br /&gt;
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==Detect Magic==&lt;br /&gt;
* &#039;&#039;&#039;07/08/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the Discern Arcane Mark effect of [[detect magic]] to instead be [[Detect_magic#Discern_Mark|Discern Mark]]. We have made clear that it also functions to identify when the casting magician shares a [[Mark of Fellowship]] with the target.&lt;br /&gt;
==Rewarding==&lt;br /&gt;
* &#039;&#039;&#039;20/07/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some updates to the [[judgement]] of [[Rewarding]]. It explains how the virtue fund relates to wains of mithril, weirwood, and white granite and discusses more ways the judgement can be used.&lt;br /&gt;
==Rule of Risk and Reward==&lt;br /&gt;
* &#039;&#039;&#039;16/07/2025&#039;&#039;&#039;&lt;br /&gt;
As referenced in the &#039;&#039;&#039;[[Beat of your drum#Lyceum|Beat of your drum]]&#039;&#039;&#039; wind of fortune, researchers at the Lyceum have discovered a way to add additional targets to this ritual.&lt;br /&gt;
==Sum of the Parts==&lt;br /&gt;
* &#039;&#039;&#039;16/07/2025&#039;&#039;&#039;&lt;br /&gt;
As referenced in the &#039;&#039;&#039;[[Beat of your drum#Lyceum|Beat of your drum]]&#039;&#039;&#039; wind of fortune, it is not necessary when casting [[Sum of the Parts]] for the three additional participants to take damage. Supporting the target with words of encouragement or similar roleplaying is sufficient to power the ritual effect.&lt;br /&gt;
==Sun Chamber==&lt;br /&gt;
* &#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&lt;br /&gt;
We have added a new sodality - the [[Sun Chamber]] to the game. This is a powerful [[Imperial sodality]] whose membership is restricted to citizens aged 14-18. The aim is to directly address the fact that Empire can be a very inaccessible game for players before they turn twenty. The new sodality exists to help members gain positions of power and influence in the Empire and encourage members to approach existing problems in new ways.&lt;br /&gt;
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==Secrets of the Empty Heart==&lt;br /&gt;
* &#039;&#039;&#039;25/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the ritual [[Secrets of the Empty Heart]] to make it explicit that you can use the special ability granted by the [[enchantment]] even if you are under the effect of [[Calls#WEAKNESS|weakness]], [[Combat#Dying|dying]], or [[Combat#Terminal|terminal]]. This is a special case where an active ability can be used when in a state where it would normally not be possible.&lt;br /&gt;
==Navarr Wayhouse==&lt;br /&gt;
* &#039;&#039;&#039;21/06/2025&#039;&#039;&#039;&lt;br /&gt;
We have created a new page that contains all the rules for a [[Navarr wayhouse]] [[commission]]. Most of the details are based on the information we provided in the original wind of fortune, but where we have made some changes, these new rules will not affect any motions passed at the Spring Equinox or earlier. The [[387YE_Spring_Equinox_Senate_sessions#Construct_Wayhouse_in_Ossium|wayhouse in Ossium]] is fine to be built with [[mithril]] and produce [[Game_items#Mana_Crystals|mana crystals]]. Any new wayhouses will all have to follow the new rules and can only be built using a Senate motion or an Imperial title with the power to commission a wayhouse.&lt;br /&gt;
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We&#039;ve stubbed the new page for the next few days, while we finalise any changes for new wayhouses. We&#039;ll remove the stub once that process is complete.&lt;br /&gt;
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==Historical Researchers==&lt;br /&gt;
* &#039;&#039;&#039;09/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added an [[Historical_research#Ser_Eddard_d&#039;Argenteux|additional researcher]] to the list of senior historical researchers. This is to cover historical research into topics for which research into songs, stories, legends, and myth might be the most appropriate avenue of inquiry. &lt;br /&gt;
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==Colleges and Runeforges==&lt;br /&gt;
* &#039;&#039;&#039;4/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the upkeep for a [[college of magic]] and for a [[runeforge]], and introduced a new rule on the maximum number of such facilities that the Empire can support. The old rules for upkeep were somewhat incomprehensible, the new rules are much easier to understand and make it much easier for us to run plot around these important commissions. There is more detail on the update on the [[Rules_update_2025#Colleges_and_Runeforges|rules update wiki page]] explaining the changes, the impacts and the reasoning for them.&lt;br /&gt;
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==Senate==&lt;br /&gt;
* &#039;&#039;&#039;2/06/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated several pages on the running of Senate. We&#039;ve extended the description of [[Senate_session#Expert_Witness|expert witnesses]] to match how it is working in practice and included a copy of the Civil Service&#039;s guidance for expert witnesses. As part of this, there is a new rule that senators [[Senator#Limitations|can&#039;t act as expert witnesses]] themselves.&lt;br /&gt;
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We also updated the page on [[Senate_session#Sunday_session |Senate sessions]], introducing stricter plans on Sunday to help the session finish promptly.&lt;br /&gt;
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==Ritual Theory==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[ritual theory]] page. It was already huge, so we&#039;ve split some of the content up into logical chunks on new pages, creating a page for the [[limits of magic]] as well as one on the [[laws of magic]]. We&#039;ve significantly overhauled the content on [[eternals and rituals]] and created a new page for that also - there is a lot of additional information there now for players whose characters are involved with ritual magic.&lt;br /&gt;
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We&#039;ve also added a page on [[war magic]] which discusses the possibilities and potential of using the realms to enchant armies, military units and fleets. This page reflects the changes we&#039;ve made earlier this year, but brings a lot of the key information together, so that it is one place. &lt;br /&gt;
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==Herbal==&lt;br /&gt;
* &#039;&#039;&#039;16/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the details for a [[Potion#Herbal|herbal]]; something similar to a [[Magic_items#Schema|schema]], but for one or more potions. The entry shows how they are made, how they can be added to Imperial lore, and how they can be destroyed.&lt;br /&gt;
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==Towerjacks==&lt;br /&gt;
* &#039;&#039;&#039;14/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the &#039;&#039;dig in&#039;&#039; order of the [[Army qualities#Engineer|engineer]] quality to exclude the mustering of [[Army|armies]] and [[navy|navies]] from their ability to speed up a [[commission]].&lt;br /&gt;
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==New Characters and Conquered Territories==&lt;br /&gt;
* &#039;&#039;&#039;14/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the system so that it is no longer possible for players to create new characters in territories that have been completely conquered - that is, territories which are receiving the [[Resource#Conquered_Territories|conquered territory]] penalty. This is partly done to ensure new players unfamiliar with the state of the campaign do not make the mistake of starting in a territory where they will face significant additional challenges. &lt;br /&gt;
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==Citadels==&lt;br /&gt;
* &#039;&#039;&#039;13/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a page for citadels, the new commission type from the &#039;&#039;&#039;[[The_war_of_thorns_and_flowers#All_Along_the_Watchtower|The war of thorns and flowers]]&#039;&#039;&#039; wind of fortune. (Citadels have since been replaced with new rules for fortifications).&lt;br /&gt;
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==Vines and Symbols==&lt;br /&gt;
* &#039;&#039;&#039;03/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Vine#Costume|costume]] section of the Vine page to make clear that it is not appropriate to use a square red diamond on its own as part of costume, to avoid accidentally breaching the Geneva Convention by using a symbol of the [https://en.wikipedia.org/wiki/International_Red_Cross_and_Red_Crescent_Movement International Red Cross and Red Crescent Movement]. &lt;br /&gt;
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==Arcane Projections==&lt;br /&gt;
* &#039;&#039;&#039;03/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a change to the [[Arcane_projection#Preparing_an_Arcane_Projection|deadline for submission]] of [[arcane projection|arcane projections]]. Rather than the late booking deadline, the deadline for the Spring Equinox will be the early booking deadline, and after that the deadline will permanently shift to the close of downtime. You can read more about it in the [[387YE_Spring_Equinox_interlude#Arcane_Projections|Spring Equinox interlude]].&lt;br /&gt;
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==Colleges and Runeforges==&lt;br /&gt;
* &#039;&#039;&#039;03/05/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the email address for players who run a [[college of magic]] or [[runeforge]] to send their submissions to. Rather than rules, they should now be sent to {{plot}}. The deadline for submissions (the end of downtime) remains unchanged.&lt;br /&gt;
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==Glossary==&lt;br /&gt;
* &#039;&#039;&#039;11/04/2025&#039;&#039;&#039;&lt;br /&gt;
We have added a [[glossary]] page to the wiki with some more information on common terms used in Empire and LRP as a whole. We expect this to be updated on a semi-regular basis as more terms come to light. Any queries or suggestions can be sent to [mailto:wiki@profounddecisions.co.uk wiki@profounddecisions.co.uk].&lt;br /&gt;
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==Dreamcatchers==&lt;br /&gt;
* &#039;&#039;&#039;07/04/2025&#039;&#039;&#039;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Dreamcatcher Dreamcatchers] will be inappropriate for use in [[costume]] at Empire from event three this year onwards. We want to avoid using items that are culturally sacred in real life because it is more difficult to ignore their real world significance and we don&#039;t want to disrespect people&#039;s beliefs. We&#039;ve managed to speak to some of the players affected already, and everyone has responded very positively, but we realise we haven&#039;t been able to speak to everyone about this change - hence the reason for two events&#039; grace to allow players to make any changes needed to their costume.&lt;br /&gt;
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==League Look and Feel==&lt;br /&gt;
* &#039;&#039;&#039;07/04/2025&#039;&#039;&#039;&lt;br /&gt;
We have rewritten [[the League look and feel]] to move beyond from the more restrictive costume options presented by the original brief. We do want the League to have a really clear visual look that defines the nation, but we want to ensure that it includes garments that everyone can feel confident wearing.&lt;br /&gt;
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==Combat==&lt;br /&gt;
* &#039;&#039;&#039;07/04/2025&#039;&#039;&#039;&lt;br /&gt;
We have update the combat rules for Empire to say that head hits will not be allowed at any events in 2025. We are trialling the new rules, so please see the [[Rules_update_2025#Combat|rules update page]] for more details.&lt;br /&gt;
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==Alignment==&lt;br /&gt;
* &#039;&#039;&#039;28/03/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a fourth option to the [[declaration]] of [[alignment]], that of [[alignment#Acceptance|Acceptance]], as a result of opportunities created by plot over the last year or so. This allows the Conclave to accept or refuse an offer from an eternal, in a manner that the Archmage of the appropriate realm can also use.&lt;br /&gt;
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==Army Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;25/03/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several changes to rituals that [[enchantment|enchant]] an [[Army|Imperial army]]. Almost every army enchantment ritual has changed in some fashion. It is no longer possible to change the [[Army qualities|quality]] of an army with magic, and the resonant effects for each realm have been much more clearly defined. You can find out more about these changes in the accompanying [[rules update]].&lt;br /&gt;
* [[Swords in the Noonday Sun]] ([[Urizen lore]]; Summer 80): now fills soldiers with supernatural prowess, increasing the strength of an army by the equivalent of 1000 extra warriors. It&#039;s also gained an option for additional targets. The roleplaying associated with it has also changed, meaning it is no longer considered a ritual that uses savagery to create its effect.&lt;br /&gt;
* [[Find the Best Path]] (Autumn 80): Now grants a campaign army the ability to move through an additional territory, rather than granting the [[Army qualities#Fast|fast]] quality. The magnitude has been lowered to 80, and an option to include additional targets has been added.&lt;br /&gt;
* [[Quickening Cold Meat]] (Winter 120): We&#039;ve reduced the magnitude of the ritual and been significantly clearer about the unpredictable dangers associated with the ritual.&lt;br /&gt;
* [[Machines of Destruction]] (Autumn 135): No longer offered by [[Estavus]] and removed from the [[Mystic scrolls of Estavus]] page.&lt;br /&gt;
* [[Loosen the Shackles]] ([[Urizen lore]]) Winter 120): now gives an enchanted army the equivalent of 4,000 extra soldiers but only for purposes of inflicting casualties on an enemy. The magnitude has increased to 120. It still draws on the forbidden power of [[Agramant]].&lt;br /&gt;
* [[Why Sulemaine Walked Away From The Baker]] (Winter 80): The effects of the ritual have been increased. In addition to making the army more resistant to effects related to poison and venom, it also reduces damage suffered from other means.&lt;br /&gt;
* [[Bound by Common Cause]] (Autumn 80): has had its effect completely redesigned and now reduces the upkeep of an army while providing potential narrative bonuses.&lt;br /&gt;
* [[Fire on the Water]] and [[Eyes of the Hills]] cannot currently be cast; we are still deciding how to deal with them.&lt;br /&gt;
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The change has also affected some non-enchantment rituals.&lt;br /&gt;
* [[Eyes of the Sun and Moon]] (Day 14): now provides information about enchantments on armies and fortifications in the territory scried.&lt;br /&gt;
* [[Eye of the High Places]] (Day 14): now provides information about large-scale effects on a territory. &lt;br /&gt;
* [[Dreams in the Witch House]] (Night 14): has been reworked to make it better reflect the way the ritual had evolved in play and to widen the kind of information it provides. The magnitude has increased to 14, bringing it into line with similar divinations.&lt;br /&gt;
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==Fleet Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;24/03/2025&#039;&#039;&#039;&lt;br /&gt;
In conjunction with our [[#Military Unit Enchantments|changes to military units]], we&#039;ve also updated the way a [[fleet]] acts in [[downtime]]. As with military units, we&#039;ve streamlined the actions that can be taken by a fleet captain, and how they interact with [[enchantment]] rituals. We&#039;ve introduced several new actions that any fleet captain can take, and defined others more closely. These changes will take effect in the downtime following the Winter Solstice.&lt;br /&gt;
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The main change to rituals has been to better define which action each ritual supports. One of our goals has been to ensure that each ritual affects only one kind of action, and where possible to strengthen the themes of the individual realms as part of a wider update. The magnitudes of rituals have not changed, nor has the amount of benefit they provide; we&#039;ve just defined what action that benefit applies to more clearly.&lt;br /&gt;
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Rituals affected include [[Blood and Salt]] (supports raiding), [[Winds of Fortune]] (supports trading), [[The Lure of Distant Shores]] (supports trading), [[Sular&#039;s Promise]] (supports trading), [[Golden Voyage]] (supports questing), [[Muffled Oar]] (supports scouting), and [[Piranhas Devour the Kraken]] (supports campaigning). The ritual &#039;&#039;Shroud of Rolling Fog&#039;&#039;, which is not in Imperial lore, has likewise been adjusted to support a single category of fleet action. &lt;br /&gt;
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We&#039;ve also added a new ritual to Imperial Lore: [[Wolves of the Hungry Sea]] (Winter 12) that is used to support guarding actions.&lt;br /&gt;
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As always, if your character has mastered a ritual that has changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll free up the mastered ritual slot for you.&lt;br /&gt;
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==Imperial Sodalities==&lt;br /&gt;
* &#039;&#039;&#039;18/03/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several significant changes to the procedures and benefits of creating an [[Imperial sodality]]. Key among them is the idea that a truly Imperial sodality is capable of wielding legal powers and appointing titles; that anyone can become a voting member of an Imperial sodality simply by receiving a ritual mark; that one can only be a voting member of a single Imperial sodality; and that their creation and upkeep are now much more clearly defined. This has also involved an addition to the powers of [[The Throne#The Great Councils|the Throne]], [[Powers of the Imperial Senate#Imperial Sodalities|Powers of the Imperial Senate]], and [[New_Imperial_titles#Well_Worn_Paths|New Imperial titles]]. There&#039;s also a new ritual in Imperial Lore - [[Mark of Fellowship]] - that supports membership of an Imperial Sodality. &lt;br /&gt;
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We&#039;ve also written a [[Rules update 2025#Imperial Sodalities|Rules Update]] discussing the changes.&lt;br /&gt;
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==Runa&#039;s Gift==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2025&#039;&#039;&#039;&lt;br /&gt;
We have added a page for [[Runa&#039;s Gift]] to the wiki and the recipe list is now available for [[Surgical_skills#Apothecary|apothecaries]] to learn. These potions come as a result of the [[Yerende]] joining the [[Imperial Orcs]] and use [[realmsroot]]. Anyone who has the necessary ingredients in their inventory and has learned the recipe list can email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] before the &#039;&#039;&#039;1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; of April&#039;&#039;&#039; to mix potions from this recipe list before the event.&lt;br /&gt;
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==Military Unit Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2025 &#039;&#039;&#039;&lt;br /&gt;
We&#039;ve overhauled the way [[military unit|military units]] act in [[downtime]]. The focus has been on streamlining the actions that can be taken by a player with that resource, and how they interact with [[enchantment]] rituals. We&#039;ve introduced several new actions that any military unit can take (such as mercenary work or seeking glory) as well as a small number of adventures available to specific nations or archetypes. These changes will take effect in the downtime following the Winter Solstice.&lt;br /&gt;
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The main change to rituals has been to better define which action each ritual supports, and to remove rituals that supported multiple actions. Some magnitudes have shifted up or down as well. One of our goals has been to ensure that each ritual affects only one kind of action, and where possible to strengthen the themes of the individual realms as part of a wider update.&lt;br /&gt;
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Rituals affected include [[Merciless Wrath of the Reaver]] (supports raiding), [[Raise the Standard of War]] (supports campaigning), [[Clarion Call of Ivory and Dust]] (supports campaigning and has also gained an [[#Assurances|assurance]]), [[Shroud of Mist and Shadow]] (supports raiding, magnitude lowered), [[Clad in Golden Raiment]] (supports campaigning and the magnitude has increased to 6), [[Sharp Eyes of the Corsair]] (supports scouting), [[Lions of Phoenix Reach]] (supports campaigning), [[Carve the Crystal Guardian]] (supports campaigning), and [[Conclave of Trees and Shadow]] (supports scouting).&lt;br /&gt;
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As well as rituals in Imperial Lore, there have also been changes to these [[Urizen lore]] rituals: [[Aspect of the Mountain]], [[Peregrine and Ichimos]], and [[Raise the Dragonsworn Cohort]] (all now explicitly support the guarding action), [[Unleash the Beasts Within]] (the magnitude has increased to 16, and the enchantment now supports the campaigning action). &lt;br /&gt;
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These changes have also affected a few rituals that are not in either Imperial lore or Urizen lore. Specifically, [[Accoutrements of War]] (supports campaigning, no longer provides green iron), and &#039;&#039;Weaver at the Web&#039;&#039; (supports scouting actions).&lt;br /&gt;
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We&#039;ve also introduced a new ritual, [[Feast of Heroes]], a [[Summer magic]] enchantment that supports military units taking a [[Military unit#Questing|questing]] action.&lt;br /&gt;
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As always, if your character has mastered a ritual that has changed you can email [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and we&#039;ll free up the mastered ritual slot for you.&lt;br /&gt;
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==Assurances==&lt;br /&gt;
* &#039;&#039;&#039;13/03/2025&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Updated 26/03/2025&#039;&#039;&#039;&lt;br /&gt;
We have added [[Ritual_theory#Agreement|assurances]] and [[eternal|eternals]] to the pages of a number of rituals. This is a result of the [[Unfettered Mind]] having been instructed to [[385YE_Summer_Solstice_Conclave_sessions#Concord_:_Study_Rituals|investigate]] the ritual [[Dripping Echoes of the Fen]] by the Imperial Conclave, and the continuation of the order&#039;s efforts. Any member of the order can roleplay that they were part of this research; appropriate stories might involve tracking across the Empire, careful discussion with scholars, or &amp;lt;!--staring at dusty scrolls for hours--&amp;gt;negotiations with isolated covens for snippets of information.&lt;br /&gt;
{{div col|colwidth=30em}}&lt;br /&gt;
*[[Balanced Scales of Lann]]&lt;br /&gt;
*[[Carve the Crystal Guardian]]&lt;br /&gt;
*[[Challenge the Iron Duke]]&lt;br /&gt;
*[[Clarion Call of Ivory and Dust]]&lt;br /&gt;
*[[Conclave of Trees and Shadow‎‎]]&lt;br /&gt;
*[[Crystaline Focus of Aesh]]&lt;br /&gt;
*[[Dripping Echoes of the Fen]]&lt;br /&gt;
*[[Ephisis&#039; Scale]]&lt;br /&gt;
*[[Fire in the Blood]]&lt;br /&gt;
*[[Forge the Wooden Fastness]]&lt;br /&gt;
*[[Frozen Citadel of Cathan Canae]]&lt;br /&gt;
*[[Gift of Knowledge]]&lt;br /&gt;
*[[Kimus&#039; Glaring Eye]]&lt;br /&gt;
*[[Lions of Phoenix Reach]]&lt;br /&gt;
*[[Prowess of the Golden Magician]]&lt;br /&gt;
*[[Pallid Flesh of the Dead King]]&lt;br /&gt;
*[[Quickening Cold Meat]]&lt;br /&gt;
*[[Sift the Dreamscape&#039;s Sands]]&lt;br /&gt;
*[[Sorin&#039;s Chastising Touch]]&lt;br /&gt;
*[[Sorin&#039;s Rite of Agony]]&lt;br /&gt;
*[[Swim Leviathan&#039;s Depth]]&lt;br /&gt;
*[[The Basalt Citadel]]&lt;br /&gt;
*[[Tribute to the Thrice-Cursed Court]]&lt;br /&gt;
*[[Whispering Shadow Courtiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Realms and their Inhabitants==&lt;br /&gt;
* &#039;&#039;&#039;25/01/2025&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve done an overhaul of the [[realm]] and [[eternal]] pages adding examples and further details about each of the realms and the powers and restrictions of eternals. We have also added the [[Inhabitants of the realms]] page which goes into detail about the various creatures that live in each of the realms.&lt;br /&gt;
&lt;br /&gt;
==Links on the Tactical Map==&lt;br /&gt;
* &#039;&#039;&#039;29/12/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added links to each territory - and some important areas like the Semmerlak or the Bay of Catazar - to the [[Map - Coloured Territories|coloured territories]] map page. It is now possible to click on an area of the map to be taken to the specific territory&#039;s page.&lt;br /&gt;
&lt;br /&gt;
==Names of the Chain==&lt;br /&gt;
* &#039;&#039;&#039;05/12/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve swapped the names of star #1 and star #5 on [[the Chain]]. The writer had confused his left and right and got the anchor at the wrong end of the constellation.&lt;br /&gt;
&lt;br /&gt;
==Arcane Gambit and Ilium==&lt;br /&gt;
* &#039;&#039;&#039;15/10/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated [[Thief&#039;s Arcane Gambit]] and the [[Ilium#Removing_a_Permanent_Effect|ilium]] page to detail how an [[enchantment]] that has been made permanent with [[ilium]] can be moved by that Night ritual. The magnitude required is based on the total amount of ilium that could/should have been used to make the enchantment permanent without any [[opportunity]] being taken into account.&lt;br /&gt;
&lt;br /&gt;
==Throne Judgement==&lt;br /&gt;
* &#039;&#039;&#039;15/10/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to [[the Throne]], providing them explicitly with the ability to raise a [[judgement]] [[The Throne#Member of the Assembly of Nine|in the Assembly of Nine only]] in the event they do not control a [[congregation]].&lt;br /&gt;
&lt;br /&gt;
==Assignment==&lt;br /&gt;
* &#039;&#039;&#039;10/09/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the power of [[Powers_of_the_Imperial_Senate#Assignment|assignment]] to set down that a motion to assign a territory is always raised as an administrative motion by the Speaker for the Senate. &lt;br /&gt;
&lt;br /&gt;
==Veto==&lt;br /&gt;
* &#039;&#039;&#039;31/08//2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[veto]] to remove the ambiguity about when a veto held over from the previous event ends. We have put a fixed end point, 10pm on Saturday night. The [[Rules_update_2024#Veto|rules update]] page contains the OOC reasoning and the IC justification for this edit.&lt;br /&gt;
&lt;br /&gt;
==Proxies and Resigning==&lt;br /&gt;
* &#039;&#039;&#039;22/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have added an entry to the [[Proxy#Restrictions|restrictions]] of what a proxy can do. It is not possible for a proxy to resign on behalf of the title holder as that is not a power of a specific Imperial title. &lt;br /&gt;
&lt;br /&gt;
==Maps of Otkodov==&lt;br /&gt;
* &#039;&#039;&#039;19/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have added a note that was missing to the [[Otkodov]] page making clear that the Empire only has a strategic map of [[Verthandi]]. When the first spy network was created the entirety of Otkodov was mapped in error. To gain access to strategic maps of the other territories of the Thule additional [[spy network|spy networks]] would need to be constructed and [[Military_unit#Scout_an_Area|supported]] in the normal fashion.&lt;br /&gt;
&lt;br /&gt;
==Senate Voting==&lt;br /&gt;
* &#039;&#039;&#039;19/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[Senate motion]] page to remove an option for secret voting. We&#039;ve removed it because it hadn&#039;t been used in years if ever, because supporting it logistically would have been a massive hassle, but mostly because it runs contrary to the major design elements of Empire around the operation of politics within the game.&lt;br /&gt;
&lt;br /&gt;
==Audio recordings==&lt;br /&gt;
* &#039;&#039;&#039;09/08/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[photography]] rules to remove the option to make audio recordings at events. On further consideration we were convinced that audio recording was much closer to filming and should follow the same rules and guidelines. As a general rule of thumb we want to minimise intrusion: we permit people to take photographs, but that is the limit.&lt;br /&gt;
&lt;br /&gt;
==Black Plateau Template==&lt;br /&gt;
* &#039;&#039;&#039;24/07/2024&#039;&#039;&#039;&lt;br /&gt;
We have changed the formatting for the Black Plateau template that we use to increase readability and in an attempt to avoid eyestrain. It has changed from black text on a grey background to white text on a black background.&lt;br /&gt;
&lt;br /&gt;
==Fleet Great Work Restrictions==&lt;br /&gt;
* &#039;&#039;&#039;13/07/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Great work]] page making clear that a great work that supports [[fleet|fleets]] can only be built in a region with the coastal [[Region qualities|quality]].&lt;br /&gt;
&lt;br /&gt;
==Whispers through the Black Gate==&lt;br /&gt;
* &#039;&#039;&#039;25/06/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the [[Whispers_through_the_Black_Gate#OOC_Elements|OOC elements]] of [[Whispers through the Black Gate]] to add a little clarity to what happens if you want to summon the spirit of a dead NPC.&lt;br /&gt;
&lt;br /&gt;
==Sung and their Counsel==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a couple of tiny changes to the [[Sung]] page, to provide more context for the kind of mysteries that the eternal encourages you to probe and look into and those mysteries she prefers to stay hidden. We&#039;ve coupled this with a set of updates to the main ritual that draws on Sung&#039;s power [[Clear Counsel of the Everflowing River]].&lt;br /&gt;
&lt;br /&gt;
We&#039;ve decided to change the way we respond to queries to Sung to try and provide more useful information going forwards. We want to keep some of the enigmatic quality of the responses, which some of those players casting the ritual currently enjoy - but we want to make it easier to get more useful insight, guidance and wisdom from the ritual.&lt;br /&gt;
&lt;br /&gt;
To help us do that we&#039;ve changed the way we&#039;ll be responding to the ritual going forwards. We created a set of guidelines for the style of responses that we&#039;ll give to the different kinds of questions we&#039;ve been getting up to now. Hopefully this means that where we can provide some useful information or clues to players about a plot we&#039;ll be able to continue to do that, but where Sung can&#039;t or won&#039;t give an answer we&#039;ll be able to respond in a way that makes clear why that is the case.&lt;br /&gt;
&lt;br /&gt;
The goal with these changes is to make the ritual more useful to players but also make it easier for us to produce the responses. We want to emphasize the roleplaying interaction with Sung - but allow the eternal more freedom to give out more useful information when it exists.&lt;br /&gt;
==Martial Titles==&lt;br /&gt;
* &#039;&#039;&#039;10/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have added [[Captain of the Throne Guard]] to the list of martial titles because of their duties to defend the Throne. There is no requirement to pick a skilled fighter for the role - it has many other duties besides fighting - but it is acceptable for the Throne to include such considerations when picking who they want for the Throneguard.&lt;br /&gt;
&lt;br /&gt;
==Savagery and Fire on the Water==&lt;br /&gt;
* &#039;&#039;&#039;05/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the declaration of [[interdiction]] from [[385YE_Autumn_Equinox_Conclave_sessions#Interdiction_%3A_Savagery_of_Armies|Autumn Equinox 385YE]] to include the ritual [[Fire on the Water]] and added a note to the page for the ritual. This was missed at the time as being a ritual that was covered by the interdiction.&lt;br /&gt;
&lt;br /&gt;
==Endorsement==&lt;br /&gt;
* &#039;&#039;&#039;05/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[endorsement]] to make clear that you cannot use it to permit a sorcerer to carry out an act of magic that is illegal for them to do. Endorsement cannot be used to undermine Conclave itself, so it Conclave has declared someone a sorcerer, it&#039;s not possible to supersede that with endorsement.&lt;br /&gt;
&lt;br /&gt;
==Guiding an Order==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2024&#039;&#039;&#039;&lt;br /&gt;
We have formalised how [[Concord#Guiding_an_Order|guiding an order]] using a Declaration of [[Concord]] works. It now requires 20 mana crystals directly from the [[Conclave_vault#The_Font|Font]] and can only be used as a result of an opportunity, unless specified otherwise. It continues to require the use of one of the order&#039;s two declarations.&lt;br /&gt;
&lt;br /&gt;
==Territory Curses==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several changes to ritual curses that work on the [[territory]] level. All such curses now explicitly have the chance to have unexpected effects depending on where and when they are cast. We&#039;ve added a section to the [[curse]] page detailing this. There have also been other changes made to several specific curses.&lt;br /&gt;
* [[Icy Maw Devours the Spark of Essence]] has increased in magnitude to 30 (previously 15), and now inflicts a fixed penalty on mana sites. We also removed the lethargy and depression [[roleplaying effect]] element.&lt;br /&gt;
* [[Naeve&#039;s Twisting Blight]] has increased in magnitude to 30 (previously 15), and now inflicts a set 72 ring penalty on a farm rather than the previous 50% penalty.&lt;br /&gt;
* [[Foam and Spittle of the Furious Sea]] places a 2 rank penalty on fleets, and no longer harms navies moving through the target territory.&lt;br /&gt;
* [[Thunderous Deluge]] reduces resource production by two ranks rather than a percentage.&lt;br /&gt;
* [[Rivers of Life]] and [[Rivers Run Red]] have remained the same but we&#039;ve added boxes discussing some of the unique peculiarities of the rituals.&lt;br /&gt;
* [[Winter&#039;s Ghosts]] affects all resources save [[congregation|congregations]], but inflicts a fixed amount of damage to production rather than a percentage.&lt;br /&gt;
* [[Mountain Remembers Its Youth]] does not harm armies that move through the territory. Its effects apply to mines and forests as well as farms, and inflict a fixed amount of damage to production rather than a percentage.&lt;br /&gt;
* [[Thunderous Tread of the Trees]] requires a region with the forest quality (it no longer works on marshes). It no longer affects armies passing through the territory, and reduces production of all personal resources in the territory except fleets.&lt;br /&gt;
* [[The Flower is Withered on the Stalk]] remains unchanged but we added a boxout laying out more clearly the limitations of the curse.&lt;br /&gt;
&lt;br /&gt;
==Pronunciation Guide==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2024&#039;&#039;&#039;&lt;br /&gt;
We have deleted the pronunciation guide page from the wiki. Anyone who has a query on how we pronounce something is welcome to email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to ask.&lt;br /&gt;
&lt;br /&gt;
==Fire Safety==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[fire safety]] page with updated rules for the limited use of small pyrotechnics at events.&lt;br /&gt;
&lt;br /&gt;
==Dedication==&lt;br /&gt;
* &#039;&#039;&#039;28/05/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a minor edit to the [[Dedication#Dreams|dreams]] section of the [[dedication]] skill to replace &amp;quot;priest of the Way&amp;quot; with &amp;quot;a priest who is not dedicated to a specific virtue&amp;quot;. The former wording was a holdover from the period where dedication was linked to the assembly a priest was part of. The new wording makes in explicit that the ability to pick any Virtue for oracular dreams is for priests that are not dedicated.&lt;br /&gt;
&lt;br /&gt;
==Senatorial Elections==&lt;br /&gt;
* &#039;&#039;&#039;23/05/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[Dawn leadership]] to add confirmation that nobles must be physically present in the Glory Square unless there are any accessibility issues that make that difficult. In that case our team will make whatever accommodations are needed to support a player.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve updated [[Wintermark_political_leadership|Wintermark leadership]] to change the duration of the election from one hour to half an hour. This is based on feedback that candidates were unduly having to wait around much longer than the election practically needed.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve updated the [[Varushka leadership]] to better describe how it works in practice and to make clear that the right of witness does apply to the part of the meeting dedicated to picking the senator.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve updated the [[League leadership]] to remove the requirement not to exchange bonds before the start of the election. This was unenforceable in practice and needlessly restrictive. Empire is meant to be a deeply political game and we&#039;d like players to have the first half of the summit to engage in as much roleplaying as they want over the exchange of voting bonds.&lt;br /&gt;
&lt;br /&gt;
==Warding Rituals==&lt;br /&gt;
* &#039;&#039;&#039;14/04/2024&#039;&#039;&#039;&lt;br /&gt;
We have added an OOC note to the rituals that ward an area to make clear that you must inform a ref about it before you pass through the [[Sentinel Gate]] and get the props you are planning on using checked. The affected rituals are :&lt;br /&gt;
* [[Hold Back Frozen Hunger]]&lt;br /&gt;
* [[Retreat to the White Caves]]&lt;br /&gt;
* [[There Is No Welcome Here]]&lt;br /&gt;
* [[Wardens of the Black Waste]]&lt;br /&gt;
&lt;br /&gt;
==Imperial Orcs==&lt;br /&gt;
* &#039;&#039;&#039;11/04/2024&#039;&#039;&#039; &lt;br /&gt;
We&#039;ve made extensive updates to the [[Imperial Orcs]] pages, primarily related to the introduction of [[sept|septs]]. This also touches on a number of other elements including the introduction of a new group archetype (the coterie) and changes to the way ancestors work. Many pages now have additional information on them, but the biggest changes are:&lt;br /&gt;
* Addition of the six septs: [[Ethengraw]], [[Illarawm]], [[Sannite]], [[Sunstorm]], [[Tamazi]], and [[Yerende]]&lt;br /&gt;
* Revision of the [[Imperial Orcs religious beliefs]] page&lt;br /&gt;
* Addition of [[Imperial Orcs culture and customs#Septs|septs]] to the [[Imperial Orcs culture and customs]] page.&lt;br /&gt;
* Addition of [[Imperial Orcs magical traditions#Spiritweaving|Spiritweaving]] to the [[Imperial Orcs magical traditions]] page.&lt;br /&gt;
* We&#039;ve removed the Imperial Orcs lineage and species page as the information on that page was now redundant.&lt;br /&gt;
New characters can select their sept during character creation. Existing characters can change their sept by emailing [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk]. You can also change sept during play by engaging in the [[Imperial Orcs religious beliefs#The Living Bridge|appropriate ceremony]] then going to GOD.&lt;br /&gt;
==League Orcs==&lt;br /&gt;
* &#039;&#039;&#039;08/04/2024&#039;&#039;&#039;&lt;br /&gt;
We have updated [[the League]] brief to incorporate new material relevant to playing an [[orc]] in [[the League]], reflecting current developments. It is now possible for players creating a new character in the League to choose whether they are playing an orc or a human.&lt;br /&gt;
&lt;br /&gt;
As part of the change we&#039;ve made a number of updates to several League pages:&lt;br /&gt;
* [[The League|Introduction]]&lt;br /&gt;
* [[The League people|The people]]&lt;br /&gt;
* [[The League culture and customs|Culture and customs]]&lt;br /&gt;
* [[The League look and feel|Look and feel]]&lt;br /&gt;
* [[The League history|History]]&lt;br /&gt;
* [[The League religious beliefs|Religious beliefs]]&lt;br /&gt;
* [[The League magical traditions|Magical traditions]]&lt;br /&gt;
&lt;br /&gt;
==Cold Sun==&lt;br /&gt;
* &#039;&#039;&#039;04/03/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a new wiki page for [[Cold Sun]], the cruelly impassive eternal of the Day realm whose forces are currently threatening a number of locations in the Empire. While this is mostly a campaign update, we&#039;ve included it here because we have taken the winter to tinker with some of the stats of the heralds involved to try and make them more interesting and engaging to fight against, so there are some rules changes. Also, in the past there has been some confusion over the abilities of the heralds of Cold Sun. They are very much not [[Calls#Monstrous_Creatures|monstrous creatures]] so they take the effects of all calls that hit them legitimately, including the effects of [[weakness]]. There is no indication that looting heralds of Cold Sun will result in any kind of curse, nor are they able to reflect back calls. There was some confusion early on due to the way that the brief was delivered before the first block of skirmishes at E3 2023. We have taken all steps possible to try to ensure that this doesn&#039;t happen again. Part of the reason for us presenting this information here as clearly as possible is to ensure that those going on skirmishes can have some idea of what they might be up against.&lt;br /&gt;
&lt;br /&gt;
==Sanctioned Events==&lt;br /&gt;
* &#039;&#039;&#039;21/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some changes to the language around sanctioned events. Previously, &amp;quot;sanctioned event&amp;quot; included both any event taking place in the continuity of the Empire campaign world, and specifically events containing plot elements. We&#039;ve explicitly renamed the kind of event with plot, NPCs, and combat as a &amp;quot;plot event&amp;quot;, leaving &amp;quot;sanctioned event&amp;quot; to refer to all events not run by Profound Decisions that are considered part in the Empire campaign.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added a section of additional guidance on [[Sanctioned_event_advice#Communication_Magic|Communication Magic]] at sanctioned events. While it can&#039;t be used to speak to off-stage NPCs in the wider world, it is possible for the creators of a plot event to use certain types of communication magic within the context of their plot.&lt;br /&gt;
==Tisanes of the Labyrinth==&lt;br /&gt;
* &#039;&#039;&#039;17/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed [[Usher&#039;s Decoction]] and [[Tisanes of the Labyrinth#Waywalker&#039;s Suffusion|Waywalker&#039;s Suffusion]] to be [[Potion#Tonics|tonics]]. This means their effects cannot be stacked with each other.&lt;br /&gt;
&lt;br /&gt;
==Aspect magic==&lt;br /&gt;
* &#039;&#039;&#039;16/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the name of the magical tradition formerly known as &#039;&#039;totem magic&#039;&#039; to [[aspect magic]] as it more accurately reflects the function of that tradition. We have also taken the opportunity to change the term for calling on aspects of mundane animals in magic to [[Aspect_magic#Beast_Magic|beast magic]] rather than &#039;&#039;spirit animals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Liao Ceremony Cooperation==&lt;br /&gt;
* &#039;&#039;&#039;14/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the [[Religious skills#Cooperation|cooperation]] section on the [[religious skills]] page to make it clear that it is [[dedication]] and not membership of a [[Assembly#The_Virtue_Assemblies|virtue assembly]] that determines who a character can perform a &#039;&#039;virtue ceremony&#039;&#039; in cooperation with. Now that it is possible for a character to be dedicated to one virtue, but a member of a different Virtue assembly through the use of the preaching [[Congregation#Downtime options|downtime option]], the original wording was open to misinterpretation.&lt;br /&gt;
&lt;br /&gt;
==Synod Votes and Lay Members==&lt;br /&gt;
* &#039;&#039;&#039;14/02/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the reference to &amp;quot;appropriate virtue assembly&amp;quot; from the [[Sinecure#Synod_Votes|Sinecure]] page, with regard to people who are not members of the [[Synod]] gaining votes. Since the introduction of [[Congregation#Downtime_Options|preaching]] as the method for determining Virtue assembly membership, there is no way for someone without a [[congregation]] to be part of a Virtue assembly, and someone with a congregation is already a member of the Synod. &lt;br /&gt;
&lt;br /&gt;
==Veto==&lt;br /&gt;
* &#039;&#039;&#039;14/02/2024&#039;&#039;&#039;&lt;br /&gt;
On the [[Senate]] page, we&#039;ve changed the word &amp;quot;exercised&amp;quot; for &amp;quot;submitted&amp;quot; and added a line making it clear the usual [[Veto#Timing|timing]] rules apply in the event the veto is being submitted following the Senate session on Sunday.&lt;br /&gt;
&lt;br /&gt;
==Medium Armour==&lt;br /&gt;
* &#039;&#039;&#039;17/01/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some changes to the names of certain [[:Category:Medium Armour|medium armour]] to avoid confusion since the [[Rules_update_2022#Armour|change]] to what counts as different types of armour. This has had no effect on the mechanical effect of the magic items.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mithril Shirt&#039;&#039; is now [[Bloodamber Hauberk]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Tombsteel Guardian&#039;&#039; is now [[Tombshroud Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Wardensweave Scale&#039;&#039; is now [[Wardensweave]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Runemail&#039;&#039; is now [[Runebound Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Splint Mail&#039;&#039; is now [[Cerulean Protector]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mediator&#039;s Mail&#039;&#039; is now [[Scrivener&#039;s Guard]]&lt;br /&gt;
&lt;br /&gt;
In addition we have also changed &#039;&#039;Oathkeeper&#039;&#039; to [[Vowkeeper]] and &#039;&#039;Alderman&#039;s Edge&#039;&#039; to [[Alder&#039;s Edge]]&lt;br /&gt;
&lt;br /&gt;
==Secrets of Skillful Artifice==&lt;br /&gt;
* &#039;&#039;&#039;11/01/2024&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some changes to [[Secrets of Skilful Artifice]]. The donor [[Crafting skills#Artisan|artisan]] now chooses what skill to share via the ritual, and may choose to share nothing. This partly resolves some inconsistencies with how the knowledge the ritual shares was determined, and better defines how it works with Runesmith&#039;s Law and similar effects.&lt;br /&gt;
&lt;br /&gt;
==Runesmith&#039;s Law==&lt;br /&gt;
* &#039;&#039;&#039;3/1/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated both [[Wintermark_economic_interests#Runesmith.27s_Law|Runesmith&#039;s Law]] and [[Secrets of Skillful Artifice]] to make it clear that using magic to temporarily share knowledge of how to make a unique Wintermark magic item triggers the geas not to share this knowledge. The result is that the artisan donating the knowledge to someone outside their nation permanently loses access to Runesmith&#039;s Law.&lt;br /&gt;
&lt;br /&gt;
==Farms and Businesses==&lt;br /&gt;
* &#039;&#039;&#039;14/12/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to both [[Farm#Production|farm]] and [[Business#Production|busniess]] resources to make it clearer that the income they provide represents disposable income rather than being the sum total of their seasonal production. Expenses, lifestyle, and taxes all exist below the abstraction layer.&lt;br /&gt;
==Regalia==&lt;br /&gt;
* &#039;&#039;&#039;11/12/2023&#039;&#039;&#039;&lt;br /&gt;
We have added a section on the [[New Imperial titles]] page which explains how the Imperial Senate can add [[New_Imperial_titles#Regalia|regalia]] to a title. &lt;br /&gt;
==Ossium Opportunity==&lt;br /&gt;
* &#039;&#039;&#039;31/08/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight alteration to the [[Culling_the_threat#Dripping_Echoes|Culling the threat]] wind of fortune in the section about creating a permanent magical fortress in the Drownbark Forest. We&#039;ve made it clear that the &amp;quot;no upkeep&amp;quot; element of the permanent magical fortress is part of the [[opportunity]], and not a standard part of making a magical fortress permanent. The precise mechanics of creating a permanent magical fortress would be determined on case by case basis.&lt;br /&gt;
==Appraisal==&lt;br /&gt;
* &#039;&#039;&#039;08/08/2023&#039;&#039;&#039;&lt;br /&gt;
Now the [[Senate]] can perform &#039;&#039;two&#039;&#039; [[appraisal|appraisals]] each season, we&#039;ve added [[Appraisal#The_Prognosticators_Office|a note]] to the power as to how the Imperial Auditor will proceed if both name the same researcher.&lt;br /&gt;
==Recognition==&lt;br /&gt;
* &#039;&#039;&#039;25/07/2023&#039;&#039;&#039;&lt;br /&gt;
We have added a new use for the judgement of [[Recognition]]; allowing the [[Assembly#General_Assembly|General Assembly]] to recognise someone as an explicitly false exemplar or paragon. A judgement of recognition used in this way can only be raised in the General Assembly and always requires a greater majority to pass.&lt;br /&gt;
&lt;br /&gt;
==Spiral Strategy==&lt;br /&gt;
* &#039;&#039;&#039;24/07/2023&#039;&#039;&#039;&lt;br /&gt;
The [[Spiral]] page has been tweaked slightly, naming the [[Spiral#The_Passes|Apulian Way]] as the connection between the territory and the Grendel nation, and adding a [[Spiral#Strategic_Considerations|Strategic Considerations]] section that summarizes the geographical complications in the territory. Apart from naming the southern pass, nothing has actually changed we&#039;ve just made it more explicit.&lt;br /&gt;
&lt;br /&gt;
==Imperial Inquisitor==&lt;br /&gt;
* &#039;&#039;&#039;0707/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight amendment to the responsibilities of the Imperial Inquisitor to make clear that they are part of the &#039;&#039;inquisitorial court&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Thief&#039;s Arcane Gambit==&lt;br /&gt;
* &#039;&#039;&#039;04/07/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to [[Thief&#039;s Arcane Gambit]] that specifies that the &amp;quot;legitimate target&amp;quot; for the ritual is also affected by any specific restrictions around willingness in the original enchantment. If the original enchantment can only be used on a willing target, it can only be moved to a willing target.&lt;br /&gt;
&lt;br /&gt;
==Inspirational Locations==&lt;br /&gt;
* &#039;&#039;&#039;02/07/2023&#039;&#039;&#039;&lt;br /&gt;
We have replaced the old rules for inspirational tombs with some new rules for [[inspirational location|inspirational locations]]. The new rules cover using true liao to create inspirational memorials for exemplars and paragons as well as using it to consecrate a sacred sites like the Kallavesa Marshes. The new rules provide a detailed framework that lays out how characters do this - what steps are needed in-character and what the outcome will be at each stage. We&#039;ve provided more explanation for the changes and why we&#039;ve made them in the [[rules update 2023]] page.&lt;br /&gt;
&lt;br /&gt;
==Sentinel Gate==&lt;br /&gt;
* &#039;&#039;&#039;01/07/2023&#039;&#039;&#039;&lt;br /&gt;
We have removed references to getting a traumatic wound if you travel back too late through the sentinel gate. Implementation of this rule was always spotty at best and it violated some of our core design principles in the way it confused in-character and out-of-character objectives. We don&#039;t want players to return through the gate late, because it plays havoc with the schedule that everyone, players and ourselves, are relying on. Most participants implicitly appreciate this and make the best effort possible to return to Anvil before the gate begins to close. Traumatic wounds are intended to lead to further roleplaying for the participants who receive them, they are not meant to punish participants for taking the wrong action. Empire tries as hard as possible to avoid mixing in-character and out-of-character consequences in that way.&lt;br /&gt;
&lt;br /&gt;
==FIRST AID==&lt;br /&gt;
* &#039;&#039;&#039;01/07/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the MAN DOWN call to [[Calls#FIRST_AID|FIRST AID]]. We&#039;ve made this change for two reasons, one is that we and many of our players are no longer comfortable with such a clearly gendered call. The other reason is that over the years, a few players have developed a bad habit of using the call in-character when someone gets wounded. We&#039;ve replaced the call with FIRST AID - a clear call asking for the first aid team to provide assistance.&lt;br /&gt;
&lt;br /&gt;
We understand that many of participants will continue to use MAN DOWN in emergency situations, precisely because it is the instinctive thing to shout in an emergency. That is absolutely fine, and everyone should treat the call &#039;&#039;exactly&#039;&#039; as if they had called FIRST AID. We expect it to take some years to drop the old call in favour of the new one and we would much rather participants shouted either call quickly than pause to think. The hobby has been using the man down call for decades and we do not want to compromise safety while we transition away from its use at Empire.&lt;br /&gt;
&lt;br /&gt;
==Searching==&lt;br /&gt;
* &#039;&#039;&#039;29/06/2023&#039;&#039;&#039;&lt;br /&gt;
We have removed the option in the rules to carry out a real search when searching a character. Previously it was possible to do a real search, but only if both parties agreed. We&#039;ve removed this option as it&#039;s not compatible with the wider system where we discourage this kind of physical contact.&lt;br /&gt;
&lt;br /&gt;
==Art of the Deal==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the name of the Art of the Deal ritual to [[Winds of Fortune]]. Art of the Deal is still an alternate name for the ritual, but the main entry and all references on magic items use the new name.&lt;br /&gt;
==Golden Ramparts==&lt;br /&gt;
* &#039;&#039;&#039;21/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Golden Ramparts]] with an [[Golden Ramparts#Assurance|assurance]], related to the Rod and Shield, that has been helpfully uncovered by a scholar at the Icy Crag of the Eternal Sun.&lt;br /&gt;
==Druj Miasma==&lt;br /&gt;
* &#039;&#039;&#039;16/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Druj miasma]] page, especially with reference to miasma pillars, so that it is less focused on information gained after the liberation of Reikos.&lt;br /&gt;
==Cruelty==&lt;br /&gt;
* &#039;&#039;&#039;14/06/2023&#039;&#039;&#039;&lt;br /&gt;
Building on the commentary we added to the [[Iron Helms]] army page [[Iron_Helms#Composition|on cruelty]], we added the word &amp;quot;needless&amp;quot; to the [[Varushka#What the Varushkans are not|what the Varushkans are not]] section on the [[Varushka]] page.&lt;br /&gt;
==Magic Quality==&lt;br /&gt;
* &#039;&#039;&#039;04/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve explicitly added a note that the ritual targeting ability of an army with the [[Army_qualities#Magic|magic quality]] can also target a region or fortification within a territory.&lt;br /&gt;
&lt;br /&gt;
==Haunted Quality==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve decided to remove the &#039;&#039;Haunted&#039;&#039; [[army qualities|army quality]]. There are no armies with this quality, and after extensive discussion we don&#039;t believe we would ever allow any future army to have it, either as a quality or an enchantment.&lt;br /&gt;
&lt;br /&gt;
==Farm Diversification==&lt;br /&gt;
* &#039;&#039;&#039;31/05/2023&#039;&#039;&#039;&lt;br /&gt;
Updated the [[Farm#Diversification|diversification]] section on the [[farm]] page to make it clearer that &amp;quot;herb&amp;quot; means one of the standard five magical herbs. Any opportunity that grants &amp;quot;herbs&amp;quot; will always mean the herbs gathered from a standard [[herb garden]] unless it explicitly says otherwise.&lt;br /&gt;
==Wolves of Winter==&lt;br /&gt;
* &#039;&#039;&#039;26/05/2023&#039;&#039;&#039;&lt;br /&gt;
The magnitude of the ritual &#039;&#039;Wolves of Winter&#039;&#039; has been increased in line with our recent changes to rituals that affect the downtime campaign. The ritual is not in Imperial lore, but the database has been adjusted to reflect this change.&lt;br /&gt;
==Whispers through the Black Gate==&lt;br /&gt;
* &#039;&#039;&#039;20/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Whispers_through_the_Black_Gate#Option|special liao option]] on the [[Whispers through the Black Gate]] ritual to make it explicit that the option is not available to orc casters.&lt;br /&gt;
==Throne Appointment==&lt;br /&gt;
* &#039;&#039;&#039;17/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the part of the [[The_Throne#Appointment|Throne appointment]] that talks about changing support around and when the election ends inconclusively. The previous wording was a little misleading. &lt;br /&gt;
==Navarr Warlocks==&lt;br /&gt;
* &#039;&#039;&#039;16/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the word &amp;quot;warlock&amp;quot; on the [[Navarr]] page. The word was very misleading and intended to be a synonym for &amp;quot;magician&amp;quot;, which is what we have replaced it with.&lt;br /&gt;
==Commonwealth History==&lt;br /&gt;
* &#039;&#039;&#039;10/05/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the year of the formation of the [[Commonwealth#History|Commonwealth]] from 120YE to 105YE so that it is consistent with the background of [[Emperor Frederick]].&lt;br /&gt;
&lt;br /&gt;
==Throne Election==&lt;br /&gt;
* &#039;&#039;&#039;05/05/2023&#039;&#039;&#039;&lt;br /&gt;
Appointment of a Throne is [[Senate_motion#Constitutional_Vote|constitutional vote]]. We&#039;ve made it more explicit that the [[Assembly of the Nine]], as well as the [[General Assembly]], can [[veto]] the election of [[the Throne]]. We&#039;ve also added that one of the first things every Throne does is ratify their own appointment.&lt;br /&gt;
==Marsh Commissions==&lt;br /&gt;
* &#039;&#039;&#039;19/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[commission]] page to indicate that the [[Commission#Marshes|problem of building on marshes]] has become permanent.&lt;br /&gt;
&lt;br /&gt;
==Dreams in the Witch House==&lt;br /&gt;
* &#039;&#039;&#039;14/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to [[Dreams in the Witch House]] inviting players to e-mail us before the event with information about territories they intend to scry so that we are more likely to have a response ready.&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
* &#039;&#039;&#039;12/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the wiki to make it clear that characters who are nominated by the civil service to [[Sentinel_Gate#Prognostication|oversee a conjunction]] can delegate that authority to another character and that they are not expected to go on the conjunction if they don&#039;t want to do so. Any player who doesn&#039;t want to oversee a conjunction can contact plot@profounddecisions.co.uk to have the responsibility shifted to another character.&lt;br /&gt;
&lt;br /&gt;
==Endorsement==&lt;br /&gt;
* &#039;&#039;&#039;08/04/2023&#039;&#039;&#039;&lt;br /&gt;
Clarified the limits of [[endorsement|endorsing]] deals with eternals. An endorsement cannot support a deal made with an eternal that is under [[Alignment#Enmity|enmity]] &#039;&#039;at the time the deal is made&#039;&#039;. Amity or Neutrality cannot be retroactively applied.&lt;br /&gt;
&lt;br /&gt;
==Divination Rituals==&lt;br /&gt;
* &#039;&#039;&#039;06/04/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made matching updates to [[Clear Counsel of the Everflowing River]] and [[Combing the Beach]], Both rituals now require an effigy to perform, and that the question posed be submitted the previous night. The response to the ritual now comes when it is performed, rather than some time afterwards. You can find more details about the change on the [[Rules update 2023#Divination Ritual Updates|Rules update]] page.&lt;br /&gt;
==Shuttle Service==&lt;br /&gt;
* &#039;&#039;&#039;06/04/2023&#039;&#039;&#039;&lt;br /&gt;
We have taken the decision not to charge for the [[Dadford_Road_Campsite#Banbury_Shuttle_Service|shuttle service in 2023]]. We have no plans to charge for the shuttle in the future if the costs to run the service remain similar.&lt;br /&gt;
&lt;br /&gt;
==Regio and Portals==&lt;br /&gt;
* &#039;&#039;&#039;05/04/2023&#039;&#039;&#039;&lt;br /&gt;
We made some adjustments to [[detect magic]] and [[operate portal]] to lay out their functionality when it comes to detecting and identifying [[regio]] and the portals that lie within them. We included in operate portal the mechanics of accessing the Hall of Worlds (copied from the regio page), given how commonly that spell effect is used by magicians.&lt;br /&gt;
==Military Rituals==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several updates to rituals that involve [[Army|armies]] and [[fortification|fortifications]]. The [[Rules_update_2023#Military_Rituals|Rules Update 2023]] page goes through these changes in detail. The rituals affected are [[Knights of Glory]], [[Bound by Common Cause]], [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]], [[Dripping Echoes of the Fen]], [[The Basalt Citadel]], [[Golden Ramparts]] and [[Stone&#039;s Unyielding Defiance]].&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also modified [[Clarity of the Master Strategist]], [[Quickening Cold Meat]], and the non-Imperial ritual &#039;&#039;&#039;Footsteps of the Fallen&#039;&#039;&#039; to change the [[roleplaying effects]] experienced by the [[general]] targeted by the [[enchantment]].&lt;br /&gt;
&lt;br /&gt;
==Resources and Conquered Territories==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the way [[fleet|fleets]] and [[military unit|military units]] interact with the [[Resource#Conquered_Territories|conquered territory]] rules. Previously these two resources had been exempt from the penalty for being in a conquered territory; we&#039;ve removed that exemption. You can read more about this change in the [[Rules_update_2023#Military_Units_and_Fleets|rules update]].&lt;br /&gt;
&lt;br /&gt;
==Venom==&lt;br /&gt;
* &#039;&#039;&#039;31/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve clarified the [[Calls#VENOM|VENOM]] call to make it explicit that if you are [[Combat#Dying|dying]] and have less than thirty seconds to live when you are hit by venom, then you should continue with your current count - gaining the venom condition &#039;&#039;never&#039;&#039; increases the time remaining if you were already dying.&lt;br /&gt;
==Spring Rituals==&lt;br /&gt;
* &#039;&#039;&#039;23/03/2023&#039;&#039;&#039;&lt;br /&gt;
The effects of [[Fan the Flame of New Life]] have been significantly changed, and we&#039;ve removed the &#039;&#039;&#039;Midwife&#039;s Recourse&#039;&#039;&#039; ritual from the game. Discussion of and explanation for these changes can be found on the [[Rules_update_2023#Spring_Rituals|Rules update 2023]]page. We also added a medicine section to the [[Technology#Medicine|Technology]] page, and a section on the [[Healing in Empire#Pregnancy and childbirth|healing in Empire]] page.&lt;br /&gt;
&lt;br /&gt;
==COVID Safety==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
We have updated the [[entry requirements]] and the rules for [[COVID safety]] for our events in 2023.&lt;br /&gt;
&lt;br /&gt;
==Bow Safety==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
We have overhauled the rules for [[bow safety]] at Empire. Please make sure you read and understand the new rules if you use a bow or crossbow at any point at the events.&lt;br /&gt;
&lt;br /&gt;
==Blood of the Hydra==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
[[Blood of the Hydra]] has been amended to make it explicit that it is intended for the treatment of limbs ruined by effects such as [[Calls#CLEAVE|CLEAVE]] or the like. It cannot be used to regrow internal or damaged organs, and is only useful for traumatic wounds when explicitly called out. Damaged internal organs are very much intended to be in the purview of the [[Surgical skills#Physick|physick]], and regenerating or replacing them magically is a much more significant use of magic than simply repairing a limb ruined by a sword. &#039;&#039;&#039;(23/03/2023)&#039;&#039;&#039; Further discussion of this change can be found [[Rules_update_2023#Reasoning:_Blood_of_the_Hydra|here]].&lt;br /&gt;
&lt;br /&gt;
==Chimes of Annulment==&lt;br /&gt;
* &#039;&#039;&#039;14/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the casting time on [[Chimes of Annulment]] to be 2 minutes rather than 5, to bring it in to line with other rituals.&lt;br /&gt;
==Knight-protector Declination==&lt;br /&gt;
* &#039;&#039;&#039;10/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Knight-protector#Appointment|Knight-protector]] [[Imperial title]] about what happens if someone wins the tourney but declines to take the title.&lt;br /&gt;
==Vital Strength of the Earth==&lt;br /&gt;
* &#039;&#039;&#039;09/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected an error in [[Vital Strength of the Earth]] which had the increased magnitude for additional targets at 5, rather than 24.&lt;br /&gt;
==Lineage in Play==&lt;br /&gt;
* &#039;&#039;&#039;08/03/2023&#039;&#039;&#039;&lt;br /&gt;
We added some material about gaining (and losing) lineage after character creation. There&#039;s a section on the [[lineage#Gaining_lineage_in_play|lineage]] page, and sections on each of the individual lineage pages in the &#039;&#039;Imperial (lineage)&#039;&#039; sections.&lt;br /&gt;
==Liao and PLV==&lt;br /&gt;
* &#039;&#039;&#039;08/03/2023&#039;&#039;&#039;&lt;br /&gt;
Additional information about [[Liao#True Liao|true liao]] has been added to the [[liao]] page. We&#039;ve also added a new page laying out the procedures and mechanics involved in having a [[past life vision]].&lt;br /&gt;
==Card Wording==&lt;br /&gt;
* &#039;&#039;&#039;02/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the rules about [[Game_items#Cards|cards]] pointing out that when a game itemcard and the rules on the wiki differ, the rules take precedence. Usually this is because a card was printed during an earlier iteration of the rules.&lt;br /&gt;
==Auras==&lt;br /&gt;
* &#039;&#039;&#039;01/03/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a few updates to the [[aura]] page. [[Aura#Durable Auras|Durable auras]] are now auras that last indefinitely unless replaced, and we&#039;ve specified [[Aura#Strong Auras|strong auras]] as being auras with a strength higher than one. We&#039;ve also explicitly called out that the [[insight]] skill does [[Aura#Virtue|not reveal]] which (if any) virtue or malign spiritual presence an aura is tied to. Finally, we&#039;ve added a section giving some information about [[Aura#Spontaneous Auras|spontaneous auras]] to the page.&lt;br /&gt;
==Booking IC Spaces==&lt;br /&gt;
* &#039;&#039;&#039;28/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the facility for characters to book IC spaces at the event - the Hub, Hall of Worlds, Military Council and Senate - when not in use for official business. We&#039;ve added a section to the page on [[Anvil#Booking_Civil_Service_Spaces|Anvil]] to explain how this works and how to make a booking.&lt;br /&gt;
&lt;br /&gt;
==Dreams in the Witch House==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the description of the ritual effect for [[Dreams in the Witch House]] to bring it more into line with the way the ritual is actually working in the field.&lt;br /&gt;
==Eye of the High Places==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the requirement for this ritual to be performed in a powerful Day [[regio]], to bring it into line with [[Eyes of the Sun and Moon]] and [[Dreams in the Witch House]].&lt;br /&gt;
==Align the Celestial Net==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight tweak to [[Align the Celestial Net]] to bring it into line with [[Wind of Mundane Silence]]. Neither ritual can be performed by a coven that is drawing on the power of the target [[regio]] to allow them to cast the ritual.&lt;br /&gt;
==Army Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;23/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the casting time of rituals that target Imperial Armies to 10 minutes, with the new rule about using the Imperial regio to reduce the casting time to 5 minutes. So far the affected rituals are [[Bound by Common Cause]], [[Brotherhood of Tian]], [[Why Sulemaine Walked Away From The Baker]], [[Eyes of the Hills]], and [[Mystic_scrolls_of_Estavus#Machines_of_Destruction|Machines of Destruction]].This brings them into line with the other army enchantment rituals.&lt;br /&gt;
==Longer Rituals==&lt;br /&gt;
*&#039;&#039;&#039;23/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added an additional power to the [[Regio#The Imperial Regio|Imperial Regio]]. Any ritual with a casting time of at least 10 minutes can be cast in 5 minutes instead when using the Imperial regio. We&#039;re updating existing ritual pages to include a reminder of this effect. We&#039;ve added a note to the &amp;quot;imperial enchantments&amp;quot; ([[Bright Eyes Gleam in the Depths]], [[Hallow of the Green World]], and [[Wondrous Forests of the Night]]) to indicate that they do not have their casting time reduced by the Imperial regio.&lt;br /&gt;
&lt;br /&gt;
==Phial of the Sun / Bloodcloak==&lt;br /&gt;
* &#039;&#039;&#039;22/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the rules text for the [[Phial of the Sun]] and [[Bloodcloak]] [[magic items]] to make it explicit that they only duplicate the effect of the five traditional magical [[herb|herbs]];  [[Bladeroot]], [[Cerulean Mazzarine]], [[Imperial Roseweald]], [[Marrowort]], and [[True Vervain]]. While other substances might be described as herbs, they are distinct from the five herbs used by [[Surgical skills#Physick|physicks]] that these magic items can replicate.&lt;br /&gt;
==Navarr Are Not...==&lt;br /&gt;
* &#039;&#039;&#039;15/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a new bullet point to [[Navarr#What_the_Navarr_are_not|What the Navarr are not]] making it clear that while the [[Navarr]] are merciless toward their enemies, they are just as law abiding as any other Imperial nation.&lt;br /&gt;
&lt;br /&gt;
==Conclave Changes==&lt;br /&gt;
* &#039;&#039;&#039;11/02/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made extensive changes to the [[Conclave]]. This touches on the way a [[Conclave session]] is organised, all the [[declaration|declarations]], and almost all of the [[Imperial title|titles]] associated with the Conclave, as well as [[the Throne]]. Rather than repeat them here, you can find a summary of the changes on the [[Rules_update_2023#Conclave_Changes|Rules update 2023]] page..&lt;br /&gt;
&lt;br /&gt;
==Advisor on the Vallorn==&lt;br /&gt;
* &#039;&#039;&#039;11/02/2023&#039;&#039;&#039;&lt;br /&gt;
As part of the updates to the [[Conclave]], we&#039;ve removed the power of the [[Advisor on the Vallorn]] to raise a free [[Declaration]] of [[Interdiction]].&lt;br /&gt;
&lt;br /&gt;
==Unstoppable and Pretending to be Dead==&lt;br /&gt;
* &#039;&#039;&#039;19/01/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve edited the rules for [[Heroic_skills#Unstoppable|Unstoppable]]. We haven&#039;t change the rules, but we&#039;ve tried to make the intent behind the skill use clearer. We&#039;ve also rolled in some points from the [[Rules FAQ]] as having information about a skill in two places can be unhelpful.&lt;br /&gt;
&lt;br /&gt;
At the same time, we&#039;ve made the rule about pretending to be dead or dying more prominent by moving it to the section of the rules dealing with [[Combat#Dying|dying]].&lt;br /&gt;
==Operating Portals==&lt;br /&gt;
* &#039;&#039;&#039;11/01/2023&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a few minor edits to [[operate portal]] and related effects (specifically the [[Ambassadorial Gatekeeper]] ritual) to make it clearer that you can&#039;t bring along additional living creatures even if they are [[combat#Dying|dying]] or [[Combat#Terminal|terminal]]. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve also added a note to the [[Knight-protector#Banner_of_the_Season|Banner of the Season]] power of the [[Knight-protector]] [[Imperial title]] that the Summer Banner is specifically more potent than the others, as there had been some confusion around the fact the item is notably different to the other three.&lt;br /&gt;
==Necessary Details==&lt;br /&gt;
* &#039;&#039;&#039;27/09/2022&#039;&#039;&#039;&lt;br /&gt;
We added a note to the [[Commission#Necessary_Details|necessary details]] section on the [[commission]] page making it explicit that in the absence of details about the cost of a commission, the civil service will always assume it is the minimum size allowed for such a commission.&lt;br /&gt;
==Accoutrements of War==&lt;br /&gt;
* &#039;&#039;&#039;16/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a boxout to the [[Mystic_scrolls_of_Estavus#Accoutrements_of_War|Accoutrements of War]] ritual making it clearer that the special production granted by the [[enchantment]] &#039;&#039;only&#039;&#039; applies to paid work, not to every action under the independent action dropdown.&lt;br /&gt;
==Cardinals and Assemblies==&lt;br /&gt;
* &#039;&#039;&#039;15/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[cardinal]] page in the [[Cardinal#Appointment|appointment]] section reinforcing the idea that a cardinal must be a member of the [[Assembly#The_Virtue_Assemblies|assembly]] they lead. Changing assembly (perhaps through [[Congregation#Downtime_Options|preaching]] in downtime) means the cardinal forfeits their title. Likewise, someone without a [[congregation]] who gains membership of an assembly through the votes granted by a [[sinecure]] cannot become cardinal because as soon as they do, they lose their former [[Imperial title]] and no longer meet the criteria to be cardinal. Both are very edge cases, but are worth bearing in mind.&lt;br /&gt;
==Imperial Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;15/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the magnitude of the three [[:Category:Imperial Enchantment|Imperial enchantments]] up from 160 to 200. In-character magical scholars believe this is due to the increasing size of the Empire, and might have been heralded by a [[A_yellow_star_hung#A_Light_that_Never_Goes_Out|subtle conjunction]] of the esoteric [[Astronomancy#Constellations|constellations]] of [[the Key]] and [[the Lock]] during the Autumn Equinox. Out-of-character this is because we want to keep these rituals challenging, and the former magnitude is no longer as difficult to achieve as it was when the game began.&lt;br /&gt;
&lt;br /&gt;
We also took the opportunity to change how [[Hallow of the Green World]] works. Previously the coven had to choose which herb the herb gardens would create. This is because when we first created these rituals we didn&#039;t have the ability to add random herbs to resources. Now that we do, we&#039;ve update the ritual to work a little bit more like [[Bright Eyes Gleam in the Depths]] and [[Wondrous Forests of the Night]] whose bonus production is set by the base resource rather than being chosen.&lt;br /&gt;
&lt;br /&gt;
==Cruel Quality==&lt;br /&gt;
* &#039;&#039;&#039;06/09/2022&#039;&#039;&#039;&lt;br /&gt;
In July, we made a change to the [[Army qualities#Cruel|Cruel]] quality which we forgot to document at the time. Rather than an army with this quality automatically revealing it to everyone in a territory, it is only noticeable when it actively takes the [[Army_qualities#Cruel|Merciless Assault]] order. This change was made to bring the description of the quality into line with how it was actually working in terms of the downtime campaign.  &lt;br /&gt;
==Clear Lens and Shadowed Glass==&lt;br /&gt;
* &#039;&#039;&#039;04/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the line &amp;quot;&#039;&#039;A detect magic spell may occasionally reveal if there is specific, additional information in a specific location&#039;&#039;&amp;quot; from both [[Clear Lens of the Eternal River]] and [[Shadowed Glass of Sung]] because it was misleading; our intention was to allow some space for plot writers to create specific results from these rituals for their plots taking place on Anvil, but this has proved to be impractical. &lt;br /&gt;
&lt;br /&gt;
==Parliament of Owls==&lt;br /&gt;
* &#039;&#039;&#039;04/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updates the [[Raven_Seer#Parliament_of_Owls|Parliament of Owls]] power of the [[Raven Seer]] to make it clear there is only one copy of this ritual text and the Raven Seer is expected to hand it to their successor.&lt;br /&gt;
&lt;br /&gt;
==Briar Bark==&lt;br /&gt;
* &#039;&#039;&#039;04/09/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a slight update to [[Briar#Patches_of_bark|patches of bark]] on the [[briar]] page. &amp;quot;While tree bark can come in a variety of colours and textures, briar bark is rough, and predominantly brown.&amp;quot;&lt;br /&gt;
==Shroud of Fog and Ravens==&lt;br /&gt;
* &#039;&#039;&#039;19/08/2022&#039;&#039;&#039;&lt;br /&gt;
As noted in the &#039;&#039;&#039;[[Of_earth_and_sky#Game_Information|Of earth and sky]]&#039;&#039;&#039; wind of war, we&#039;re removing the ritual &#039;&#039;Shroud of Fog and Ravens&#039;&#039; from the game. Unfortunately, this ritual is completely incompatible with Empire&#039;s magic theory and was a remnant from the very first years of the game before we had nailed down all these elements. As a consequence we are removing this ritual. Any character who has it mastered will now have an empty &amp;quot;slot&amp;quot; for mastering new rituals. The in-character explanation is that the recent conjunction of the Lock has rendered the ritual unworkable, taking away whatever strange power it relied on. We will continue to reject attempts to create similar effects in this realm using arcane projections; it is not possible to enchant armies in this way with [[Night magic]].&lt;br /&gt;
==Bright Lantern of Ophis==&lt;br /&gt;
* &#039;&#039;&#039;11/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added an additional line to the [[Bright_Lantern_of_Ophis#Performing_the_Ritual|performing the ritual]] section of [[Bright Lantern of Ophis]] to make it more clear that the ritual cannot be used to target other territories using the Anvil regio.&lt;br /&gt;
==Castellan of Spiral Castle==&lt;br /&gt;
* &#039;&#039;&#039;10/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected an error around the election of [[Castellan of Spiral Castle]] which suggested it would be appointed in Winter when the text indicates the appointment is (correctly) Autumn. &lt;br /&gt;
==Improving Opportunities==&lt;br /&gt;
* &#039;&#039;&#039;07/08/2022&#039;&#039;&#039;&lt;br /&gt;
We added a section to the page on [[opportunity|opportunities]] explaining that it&#039;s rarely possible to simply [[Opportunity#Amending._Improving.2C_and_Upgrading|improve a commission]] gained via an opportunity. &lt;br /&gt;
==Visions==&lt;br /&gt;
* &#039;&#039;&#039;03/08/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made it explicit that the visions received from [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] and [[Signs and Portents]] are the same. If you experience one, you get the same vision from all other incidences of these kinds of visions for the rest of the event.&lt;br /&gt;
&lt;br /&gt;
==Concedendce==&lt;br /&gt;
* &#039;&#039;&#039;29/7/2022&#039;&#039;&#039;&lt;br /&gt;
The Constitutional Court have issued new guidance on the use of [[Powers_of_the_Imperial_Senate#Concedence|concedence]] by the Imperial Senate. The new guidance grants national assemblies the right to veto a motion that cedes a region or territory assigned to that nation. This new guidance does not cover any concedence already passed by the Imperial Senate, it is not a retrospective change, it applies to any motion of Concedence passed by the Imperial Senate from Summer 384YE and onwards.&lt;br /&gt;
&lt;br /&gt;
==Raising an Army==&lt;br /&gt;
* &#039;&#039;&#039;29/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve amended the rules to make clear that you can only raise an army in a territory of that nation. Nobody has ever tried to raise an army somewhere else, but we wanted to be clear that that is not possible.&lt;br /&gt;
==Consecration==&lt;br /&gt;
* &#039;&#039;&#039;20/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Consecration#Performance|performance]] section of the [[consecration]] skill to make it clearer that &amp;quot;letting a referee know in advance&amp;quot; means &amp;quot;during an event&amp;quot; rather than &amp;quot;prior to the event.&amp;quot;&lt;br /&gt;
==Challenge the Iron Duke==&lt;br /&gt;
* &#039;&#039;&#039;14/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a paragraph to the [[Challenge_the_Iron_Duke#OOC_Elements|out-of-character section]] of [[Challenge the Iron Duke]] to help players better manage their expectation of the kind of challenge or boon the ritual might provide.&lt;br /&gt;
&lt;br /&gt;
==Abrogation==&lt;br /&gt;
* &#039;&#039;&#039;13/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Powers_of_the_Imperial_Senate#Abrogation|abrogation]] power of the Senate to make it clearer that when a [[commission]] is abrogated the exact effects depend on the nature of the structure affected, but generally result in the loss of any production following the summit where the motion is passed.&lt;br /&gt;
&lt;br /&gt;
==Preaching and Virtue==&lt;br /&gt;
* &#039;&#039;&#039;13/07/2022&#039;&#039;&#039;&lt;br /&gt;
The Imperial Senate [[384YE_Spring_Equinox_Senate_sessions#Amend_membership_of_virtue_assemblies|voted]] during the Spring Equinox to change how membership of a [[Assembly#The_Virtue_Assemblies|Virtue Assembly]] was determined from relying solely on [[dedication]] to use of the new &#039;&#039;[[Congregation#Downtime Options|preach]]&#039;&#039; downtime option. We&#039;ve updated the [[congregation]] and [[Assembly]] pages appropriately, as well as adding additional information to [[Synod#History|history of the Imperial Synod]], [[Imperial_Orcs_religious_beliefs#Membership_of_the_Virtue_Assemblies|Imperial Orcs religious beliefs]] and [[preachers]] pages.There are also a number of minor edits to other pages talking about the Virtue assemblies to reflect the changes.&lt;br /&gt;
==IC Tents==&lt;br /&gt;
* &#039;&#039;&#039;12/07/2022&#039;&#039;&#039;&lt;br /&gt;
We have discovered that the range of tents marketed as Oxford Canvas has grown to include a small number of tents that don&#039;t meet our minimum requirements for the in-character field because the colour and thickness of the material they are made from looks too much like plastic. We&#039;ve clarified the [[Costume|rules]] to make clear that these types of tent are not allowed because of this.&lt;br /&gt;
&lt;br /&gt;
We do understand that the tents are appealing because they are cheap and light, but we have to have a cut-off at some point otherwise we would have to allow any tent in the IC area. &lt;br /&gt;
&lt;br /&gt;
We&#039;ve created an amnesty to allow these ultra-light sandstone bell tents to be used for the remainder of 2022 to remove any immediate need to change.&lt;br /&gt;
&lt;br /&gt;
==Naga Scales==&lt;br /&gt;
* &#039;&#039;&#039;06/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to [[Naga#Scaled_Skin|scaled skin]] under naga reminding players to be sensitive to real-world considerations when choosing the colour scheme for their scales.&lt;br /&gt;
&lt;br /&gt;
==Artisan&#039;s Oil==&lt;br /&gt;
* &#039;&#039;&#039;05/07/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the time required to use [[Artisan&#039;s Oil]] to ten seconds on the wiki, to bring it in line with what the majority of the item cards say.&lt;br /&gt;
&lt;br /&gt;
==Ephisis&#039; Scale==&lt;br /&gt;
* &#039;&#039;&#039;24/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made a few tweaks to [[Ephisis&#039; Scale]], primarily around managing expectations and being more explicit about what will, and will not, be considered by the ritual effect.&lt;br /&gt;
==Mage Armour Masks==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added &amp;quot;&#039;&#039;mask&#039;&#039;&amp;quot; to the standard pieces that count toward a suit of [[Weapons_%26_armour#Mage_Armour|mage armour]].&lt;br /&gt;
==Plenipotentiary==&lt;br /&gt;
* &#039;&#039;&#039;22/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the [[archmage]] power of [[Archmage#Plenipotentiary|plenipotentiary]] to make it clearer that the more specific a message is, the more likely it is to result in [[Archmage#Parley|parley]].&lt;br /&gt;
==Drawing the Penumbral Veil==&lt;br /&gt;
* &#039;&#039;&#039;10/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Piercing Light of Revelation]] ritual to make it explicit that the ritual does not automatically reveal the magnitude of a shroud on a territory.&lt;br /&gt;
==Fane==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2022&#039;&#039;&#039;&lt;br /&gt;
We added a note that the new [[fane]] commission can currently be built only by the [[Senate]] or a title that can commission &#039;&#039;anything&#039;&#039;. This is both because it is a specific, new kind of commission, and because it uses the Senate power of [[Powers_of_the_Imperial_Senate#Concedence|concedence]].&lt;br /&gt;
==Penumbral Watcher==&lt;br /&gt;
* &#039;&#039;&#039;03/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve changed the [[Penumbral_Watcher#Shadow_Well|Shadow Well]] power of the [[Penumbral Watcher]] so that it is a &amp;quot;magical effect&amp;quot; that targets an allied [[spy network]] rather than a &amp;quot;territory enchantment&amp;quot; to better reflect how it actually works. If it &#039;&#039;was&#039;&#039; an enchantment on the territory, it would be obvious to the Empire&#039;s enemies, and could be removed with any territory enchantment they cared to place themselves.&lt;br /&gt;
==Brass Coast Tally==&lt;br /&gt;
* &#039;&#039;&#039;01/06/2022&#039;&#039;&#039;&lt;br /&gt;
Following on from a statement of principle in the Brass Coast National Assembly, we&#039;ve [[384YE_Spring_Equinox_winds_of_fortune#Sails_of_Fire|changed]] how the [[Tally of the Votes]] is done for Brass Coast national positions appointed through the Bourse. It&#039;s no longer required that a character engage in privateering to vote for such titles; ownership of a [[fleet]] resource is sufficient.&lt;br /&gt;
==Anointing and informed consent==&lt;br /&gt;
* &#039;&#039;&#039;01/06/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve (again) updated [[anointing]]. A target does not need to be aware of what virtue they are being anointed with, but they &#039;&#039;must&#039;&#039; be aware that your ceremony is an anointing that will create a personal aura on them.&lt;br /&gt;
==Vallornspawn Husk Insight==&lt;br /&gt;
* &#039;&#039;&#039;29/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to the [[vallornspawn husk]] page relating to use of the [[insight]] ceremony. It talks about the [[Vallornspawn_husk#Insight|contradictory results]] received when using the ceremony on bodies animated by the vallorn.&lt;br /&gt;
==Election Schedule==&lt;br /&gt;
* &#039;&#039;&#039;25/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve [[New_Imperial_titles#Term|updated the wiki]] to make clear that the civil service set what event a title is elected on, if the title is reappointed each year. In practice titles have usually worked this way anyway - for example Bourse seats are all done together and so forth, but we have made clear that new Imperial titles are subject to this rule in all cases. We&#039;ve done this because we need to be able to spread elections out through the year for the smooth running of the game.&lt;br /&gt;
&lt;br /&gt;
==Sinecure==&lt;br /&gt;
* &#039;&#039;&#039;13/05/2022&#039;&#039;&#039;&lt;br /&gt;
Added a small section to the [[sinecure]] page explaining how [[sinecure#production|production]] of resources works.&lt;br /&gt;
==Titles, Tenure, and Ownership==&lt;br /&gt;
* &#039;&#039;&#039;12/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some edits to the way [[tenure]] works for [[Imperial title|Imperial titles]], along with a short box-out explaining the reasons for the change. We&#039;ve also added a new section called [[Imperial_title#Ownership|ownership]] which is intended to help manage the expectation of players who gain Imperial titles during the game.&lt;br /&gt;
&lt;br /&gt;
==Dedication==&lt;br /&gt;
* &#039;&#039;&#039;11/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the overview of the [[Dedication#Overview|dedication]] page to remove an incorrect reference to only priests who are undedicated being able to remove a dedication.&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
==Anointing and informed consent==&lt;br /&gt;
* &#039;&#039;&#039;04/05/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated [[anointing]] to make it clearer that a target must be aware of what virtue they are being anointed with. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Imperial Orc Wayleave==&lt;br /&gt;
* &#039;&#039;&#039;18/04/2022&#039;&#039;&#039;&lt;br /&gt;
Fixed the error on the Imperial Orc Wayleave that had them only able to commission once a year. While the title is appointed in the Autumn Equinox it can announce one commission each season.&lt;br /&gt;
&lt;br /&gt;
==Foam and Trees==&lt;br /&gt;
* &#039;&#039;&#039;17/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added the line &amp;quot;The civilian population of a territory will certainly be affected by this ritual&amp;quot; to both [[Foam and Spittle of the Furious Sea]] and [[Thunderous Tread of the Trees]].&lt;br /&gt;
&lt;br /&gt;
==Mountain Remembers Its Youth==&lt;br /&gt;
* &#039;&#039;&#039;17/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made it clearer that [[Mountain Remembers Its Youth]] affects fortifications alongside Imperial armies as this wasn&#039;t clear from the effect text.&lt;br /&gt;
&lt;br /&gt;
==Rivers Run Red / Rivers of Life==&lt;br /&gt;
* &#039;&#039;&#039;14/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line &amp;quot;&#039;&#039;The civilian population of a territory will certainly be affected by this ritual.&#039;&#039;&amp;quot; to the [[Rivers Run Red]] and [[Rivers of Life]] rituals to make it clear that these rituals  will have an effect on the civilian population of a territory, not only the Imperial armies there.&lt;br /&gt;
==Hand of the Maker and Stamps==&lt;br /&gt;
* &#039;&#039;&#039;13/04/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated [[Hand of the Maker]] to make it explicit that the special message used with [[Call Winged Messenger]] can be evaluated with this ritual as it has a Profound Decisions ID number.&lt;br /&gt;
&lt;br /&gt;
==COVID Safety==&lt;br /&gt;
* &#039;&#039;&#039;24/03/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the wiki with our [[COVID safety]] measures for our events this year. Our plan is to review these measures and update many of them on the run up to each event on the basis of current conditions.&lt;br /&gt;
&lt;br /&gt;
==Sinecure Production==&lt;br /&gt;
* &#039;&#039;&#039;23/03/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[sinecure]] page to make it clear that you still gain the production even if you didn&#039;t attend the event.&lt;br /&gt;
&lt;br /&gt;
==Conduct Overhaul==&lt;br /&gt;
* &#039;&#039;&#039;20/03/2022&#039;&#039;&#039;&lt;br /&gt;
We have rewritten the Profound Decisions [[conduct]] policy. The page on [[conduct]] defines the rules that we expect all participants to follow, [[reporting a conduct problem]] provides information on the process for reporting any issue you have, and [[sanctions]] describes the steps we can take in response. We have also updated the text for the [[must-avoid policy]] to reflect the new changes. There is a description of the key changes and some of the reasoning on our [[Rules_update_2021#Conduct_Overhaul|rules update 2022]] page.&lt;br /&gt;
&lt;br /&gt;
==Sutannir==&lt;br /&gt;
* &#039;&#039;&#039;17/03/2022&#039;&#039;&#039;&lt;br /&gt;
We have added a new wiki page devoted to the [[sutannir]], [[archetype|archetypal]] Freeborn priest who focuses on encouraging celebration and festivities. We&#039;ve also updated [[the Brass Coast religious beliefs]] page with new information to complement the updates to the sutannir page. &lt;br /&gt;
==Public Auction==&lt;br /&gt;
* &#039;&#039;&#039;24/02/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve significantly reduced the scale and scope of the public auctions carried out by civil servants at events. From now on, the auction will be restricted to lots of bourse resources, the bourse seats themselves, and a dose of true liao. A more detailed explanation of the changes and reasoning are [[Rules update 2021|presented here]].&lt;br /&gt;
==Sanctioned Events==&lt;br /&gt;
* &#039;&#039;&#039;07/02/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made several edits to our [[sanctioned events]] page, splitting some of the information onto a separate [[Sanctioned event advice]] page aimed at organisers. The main changes are around the definitions of sanctioned event styles, and the rule that all sanctioned events take place in the same chronological order in-character that they do out-of-character.&lt;br /&gt;
==Downtime Roleplaying and Coronavirus==&lt;br /&gt;
* &#039;&#039;&#039;27/01/2022&#039;&#039;&#039;&lt;br /&gt;
We removed the relaxed rules about online roleplaying during lockdown from the wiki, and edited references to them. The normal rules about roleplaying [[online]] and in [[downtime]] are now back in full effect.&lt;br /&gt;
==Wind of Mundane Silence==&lt;br /&gt;
* &#039;&#039;&#039;26/01/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the idea that the [[Wind of Mundane Silence]] can only be used to affect a powerful [[regio]]. The ritual will destroy &#039;&#039;any&#039;&#039; regio it is performed at.&lt;br /&gt;
&lt;br /&gt;
==Fish People==&lt;br /&gt;
* &#039;&#039;&#039;16/01/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a note to the [[Merrow]] page under &amp;quot;[[Merrow#What they are not|what they are not]]&amp;quot; to indicate that they are not fish people.&lt;br /&gt;
==Emphasising Agramant==&lt;br /&gt;
* &#039;&#039;&#039;13/01/2022&#039;&#039;&#039;&lt;br /&gt;
We’ve made a change to the setting we want to let you know about. From this point forward, the eternal who has been primarily known by the name Wendigo will be more commonly known as [[Agramant]]. Likewise we&#039;re changing the name of the Wendigo&#039;s Bargain item to [[Agramant&#039;s Bargain]]. &lt;br /&gt;
&lt;br /&gt;
We are not changing anything else about the character or tendencies of this eternal, but we are de-emphasising the name Wendigo. Agramant has always been one of Wendigo&#039;s names - so we&#039;ve chosen to emphasise it as the &amp;quot;preferred&amp;quot; name for the eternal on the wiki from now on.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve done this for several reasons. We&#039;ve been aware for a while of some concerns about the [https://en.wikipedia.org/wiki/Wendigo origin of the name],  and what that implies for our use of the eternal. We’ve reflected on that feedback and noted that while many of the other eternals make references (at variable subtlety levels) to literary, mythological, or gaming sources, Wendigo was the only one we know of with a name that is directly featured in a real-world belief system. There are no eternals called Hades, Hel, or Balor for example.&lt;br /&gt;
&lt;br /&gt;
For the time being, the name Wendigo will remain one of Agramant’s less-widely used sobriquets. We&#039;d like people to adopt this de-emphasising approach over time rather than treating this as a retcon or sudden break - for example, we know that many characters have written a lot of material about this eternal. It isn&#039;t suddenly off brief or wrong to use the original name, and there&#039;s no need to reprint IC booklets that use the name Wendigo. The name will remain one of Agramant&#039;s less widely used soubriquets. From this point forward, the eternal who has been primarily known by the name Wendigo will be more commonly known as Agramant. &lt;br /&gt;
&lt;br /&gt;
==Archiving Wiki Updates==&lt;br /&gt;
* &#039;&#039;&#039;12/02/2022&#039;&#039;&#039;&lt;br /&gt;
We archived wiki updates prior to 2019. The page had long since become unwieldy due to the sheer volume of entries, and in several cases the page listed updates that were out of date or superseded by later updates. Wiki updates prior to 2019 are now held on the [[Archive:Wiki_updates_to_2018|previous wiki updates]] page in the Archive namespace.&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
* &#039;&#039;&#039;11/01/2022&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some edits to the [[General FAQ]], and deleted both the &#039;&#039;obscure questions&#039;&#039; and &#039;&#039;new player FAQ&#039;&#039; pages. Most of the questions covered by those pages have been folded into the remaining sections.&lt;br /&gt;
==Calls and Blows==&lt;br /&gt;
* &#039;&#039;&#039;03/11/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added some words to [[Calls]] to make it clear that you can only make one call with each blow you strike.&lt;br /&gt;
==Iron Qanat==&lt;br /&gt;
* &#039;&#039;&#039;26/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve updated the [[Segura]] page to include the presence of the Iron Qanat; this has also required a note on the [[Construct Iron Qanat II]] Senate motion that the [[great work]] is in Sobral Grasses not Yellow Chase.&lt;br /&gt;
&lt;br /&gt;
==Battle Safety==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some edits to streamline the [[Event safety#Battle Safety|Battle Safety]] section on the [[Event safety]] page.&lt;br /&gt;
==Heroic Skills==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to the [[heroic skills]] overview reiterating that skills such as [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Mortal Blow|mortal blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]] cannot be used with [[Weapons_%26_armour#Implements|mage implements]].&lt;br /&gt;
&lt;br /&gt;
==Illegal Orders==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a short section to the [[general]] page about [[army orders]] that are in-character illegal and how they are handled.&lt;br /&gt;
==Orders that Break the Rules==&lt;br /&gt;
* &#039;&#039;&#039;22/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a clarification to the [[army orders]] page about what happens if a general accidentally submits a set of orders that break the rules on war.&lt;br /&gt;
==Imperial Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;13/10/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve made some adjustments to the [[:Category:Imperial Enchantment|Imperial enchantments]] - [[Wondrous Forests of the Night]], [[Hallow of the Green World]], and [[Bright Eyes Gleam in the Depths]]. The main change is to modify the &#039;&#039;effect&#039;&#039; of these rituals to better reflect how they actually operate - that they create powerful but unpredictable secondary effects as well as the more predictable effect on production of resources. We&#039;ve also expanded their history a little in the &#039;&#039;description&#039;&#039; sections in the wake of the recent [[#Finalized Urizen Update|Urizen update]].&lt;br /&gt;
&lt;br /&gt;
==Finalised Urizen Update==&lt;br /&gt;
* &#039;&#039;&#039;28/09/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve finalised the Urizen update. Mostly this has meant removing the stubs from the pages but we&#039;ve made a small number of changes to the content based on player feedback.&lt;br /&gt;
* The [[sword scholar]] section about [[Sword scholar#Costume|costume]] has been edited to remove unnecessary references and make it clearer what kind of weapons and armour the sword scholars favour.&lt;br /&gt;
* We modified some of the wording on the [[Urizen look and feel]] page to hopefully make it clearer&lt;br /&gt;
* We updated the [[costume]] page to make the wording around [[costume#Less Appropriate Costume|less appropriate]] and [[Costume#Inappropriate Costume|inappropriate]] costume clearer.&lt;br /&gt;
* We clarified the rules on guy ropes in the [[Costume#In-Character Tents|In-Character Tents]] section of the [[costume]] page.&lt;br /&gt;
* We modified the details of the [[Some_heavenly_music#Net_of_Gossamer_Chains|Net of Gossamer Chains]] ritual in the [[Some heavenly music]] wind of fortune&lt;br /&gt;
* We&#039;ve moved the content regarding the Urizen Spring Festival to the [[Urizen culture and customs#Spring Flower Festival|culture and customs]] page.&lt;br /&gt;
&lt;br /&gt;
==Privateering and Piracy==&lt;br /&gt;
* &#039;&#039;&#039;09/09/2021&#039;&#039;&#039;&lt;br /&gt;
We have added a note to the box-out about the privateering action on the [[fleet]] page to remind players that they cannot use this action to commit piracy against people the Empire is not at war with due to the [[Employ_Civil_Service_to_observe_Fleets|Civil Service observers]].&lt;br /&gt;
==Armour Coverage==&lt;br /&gt;
* &#039;&#039;&#039;09/09/2021&#039;&#039;&#039;&lt;br /&gt;
We have updated the armour rules to make clear that a full breastplate that covers the front only is sufficient to be classed as &amp;quot;covering the majority of the torso&amp;quot;. This means it will provide extra hits provided your armour also covers one other location.&lt;br /&gt;
==Urizen Politics Update==&lt;br /&gt;
* &#039;&#039;&#039;07/09/2021&#039;&#039;&#039;&lt;br /&gt;
As part of our review of Urizen, we&#039;ve changed the way the nation appoints [[senator|senators]]. You can read about the changes [[Urizen leadership#Leading a territory|here]] and a discussion of the reasons and in-character explanation for them can be found [[Rules_update_2021#Urizen_Elections|here]]&lt;br /&gt;
==Urizen Culture Update==&lt;br /&gt;
* &#039;&#039;&#039;07/09/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve undertaken an extensive review of the Urizen pages on the wiki. Almost all the pages that form part of the Urizen brief have been updated. You can learn more about the reasoning for this and the way the changes are being handled in the [[Rules_update_2021#Urizen_Culture|Rules Update]]. A brief summary of the changes follows here.&lt;br /&gt;
* We&#039;ve updated [[Urizen]], [[Urizen people]], [[Urizen culture and customs]], [[Urizen leadership]], [[Urizen economic interests]],  [[Urizen religious beliefs]], [[Urizen military concerns]] and [[Urizen magical traditions]] &lt;br /&gt;
* We&#039;ve greatly expanded the [[Urizen history]] page&lt;br /&gt;
* We&#039;ve added significantly to the [[spire]] page and created an [[Urizen groups]] page (which will also serve as a template for similar pages in other nations)&lt;br /&gt;
* We&#039;ve extensively overhauled [[Urizen look and feel]] in line with our new [[costume]] guidelines&lt;br /&gt;
* We&#039;ve added or updated pages for all the Urizen archetypes: [[arbiter]],  [[architect]], [[illuminate]], [[mage]], [[seer]],  [[sentinel]], [[stargazer]], [[sword scholar]], [[torchbearer]], [[questor]]&lt;br /&gt;
* We&#039;ve added the rituals placed into [[Urizen magical traditions#urizen lore|Urizen lore]]&lt;br /&gt;
* We&#039;ve added a page for the historical figure [[Sulemaine]]&lt;br /&gt;
Some tweaks have been made (or are in the process of being made) to various pages that are connected to these changes.&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
* &#039;&#039;&#039;07/09/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve completed rewritten the [[costume]] page to lay out clearer guidelines for the various ways costume is used at Empire.&lt;br /&gt;
==Vallorn Miasma==&lt;br /&gt;
* &#039;&#039;&#039;20/08/2021&#039;&#039;&#039;&lt;br /&gt;
Added a line of OOC explanation to the [[Vallorn#Vallorn miasma|vallorn miasma]] section of the [[vallorn]] page to make it explicit how exposure to the miasma works.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;2/7/2021&#039;&#039;&#039;&lt;br /&gt;
We have changed the [[Weapons &amp;amp; armour#Armour|classification and benefits provided by armour]] and introduced the [[Combat skills#Dreadnought|dreadnought]] skill. Please see the [[Rules_update_2021|2021 rules update]] for the explanation and reasoning behind the changes.&lt;br /&gt;
==Others Languages==&lt;br /&gt;
*&#039;&#039;&#039;28/06/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to [[languages]] giving guidance on languages other than those currently placed in the setting which you can find [[Languages#Other_Languages|here]].&lt;br /&gt;
==Regio at Sanctioned Events==&lt;br /&gt;
* &#039;&#039;&#039;28/06/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a section to the [[Sanctioned events]] guidance about [[regio]] which you can find [[Sanctioned_events#Regio|here]].&lt;br /&gt;
==Lineage Review==&lt;br /&gt;
* &#039;&#039;&#039;06/05/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve completed the first stage of a review of the [[lineage]] pages. This stage has been largely cosmetic, removing bullet points and replacing them with linkable headings on the [[briar]], [[cambion]], [[changeling]], [[draughir]], [[merrow]] and [[naga]] pages. &lt;br /&gt;
&lt;br /&gt;
One more significant  change is that we have moved the &amp;quot;demeanour&amp;quot; trappings from the &amp;quot;physical trappings&amp;quot; section of each of the pages to the roleplaying secction. This is in line with the requirement that to have lineage you must have a physical trapping.&lt;br /&gt;
&lt;br /&gt;
In the case of merrow, we have also moved [[Merrow#Blue-green Hair|blue-green hair]] from being a minor trapping to being an &amp;quot;[[Merrow#Other_trappings|other trapping]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Distil the Serpent&#039;s Stone==&lt;br /&gt;
* &#039;&#039;&#039;21/04/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected the magnitude on the [[Distil the Serpent&#039;s Stone]] page to match the correct magnitude on the database and in the rituals list. It should have been magnitude 100 rather than magnitude 70.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
* &#039;&#039;&#039;01/03/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve removed the &amp;quot;Icons and Artistry&amp;quot; pages for each nation, and rolled that information into the individual Culture and Customs pages. In some cases this has meant moving some information from Look and Feel as well, or altering the layout of the page (for example we&#039;ve reordered the information about art and history on the [[Wintermark culture and customs]] page to create two new subsections of [[Wintermark culture and customs|Scops]] and [[Wintermark culture and customs|Riddles]] while moving the discussion of music to the new [[Wintermark culture and customs|Icons and Artistry]] section). &lt;br /&gt;
* [[The_Brass_Coast_culture_and_customs#Icons_and_Artistry|The Brass Coast]]&lt;br /&gt;
* [[Dawn_culture_and_customs#Icons_and_Artistry|Dawn]]&lt;br /&gt;
* [[Highguard_culture_and_customs#Icons_and_Artistry|Highguard]]&lt;br /&gt;
* [[Imperial_Orcs_culture_and_customs#Icons_and_Artistry|Imperial Orcs]]&lt;br /&gt;
* [[The_League_culture_and_customs#Icons_and_Artistry|The League]]&lt;br /&gt;
* [[The_Marches_culture_and_customs#Icons_and_Artistry|The Marches]]&lt;br /&gt;
* [[Navarr_culture_and_customs#Icons_and_Artistry|Navarr]]&lt;br /&gt;
* [[Urizen_culture_and_customs#Icons_and_Artistry|Urizen]]&lt;br /&gt;
* [[Varushka_culture_and_customs#Icons_and_Artistry|Varushka]]&lt;br /&gt;
* [[Wintermark_culture_and_customs#Icons_and_Artistry|Wintermark]]&lt;br /&gt;
&lt;br /&gt;
==Erawayugot and Skaftafell==&lt;br /&gt;
* &#039;&#039;&#039;23/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve corrected an error with the regions of Otkodov where we&#039;d erroneously labelled both a region of [[Verthandi]] and a region of Nithoggir as &amp;quot;Erawayugot&amp;quot;. Bringing the wiki into line with the database, we&#039;ve changed the name of the Erawayugot in Verthandi to Skaftafell and will update the maps appropriately.&lt;br /&gt;
&lt;br /&gt;
==Military Units, Army Orders, and Enchantments==&lt;br /&gt;
* &#039;&#039;&#039;17/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve added a line to [[Military_unit#Support_Army|Military units]] to make it more obvious how their strength interacts with orders given to, and enchantments placed on, the [[Army|armies]] they support. &lt;br /&gt;
&lt;br /&gt;
==Still Waters, Running Deep==&lt;br /&gt;
* &#039;&#039;&#039;10/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the magnitude of the [[Still Waters, Running Deep]] ritual to be correct as near as we can tell. We have no idea why the magnitude was recorded in error.&lt;br /&gt;
&lt;br /&gt;
==Burning Falcon==&lt;br /&gt;
* &#039;&#039;&#039;05/02/2021&#039;&#039;&#039;&lt;br /&gt;
We&#039;ve adjusted the date of the destruction of the [[Burning Falcon]] army from 247YE to 248YE to remove a conflict with details of the [[campaigns of Emperor Guntherm]]. In-character this correction comes as result of some research performed by [[the Brass Coast|Freeborn]] scholar Bakar i Erigo (Tomas Marchington).&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2026&amp;diff=133881</id>
		<title>Rules update 2026</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2026&amp;diff=133881"/>
		<updated>2026-02-03T16:50:10Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Every year we carry out a review of some part of the game looking to see what we improve. This process of continuous review allows us to keep the game fresh and ensures we remain happy that we&#039;re running the very best game we can. We don&#039;t have many updates this year, but the ones we do have are important for the players who are affected. This page summarizes and explains the changes so that players can identify and understand the changes easily. &lt;br /&gt;
&lt;br /&gt;
We try to include a section after each update to explain the reasoning behind the change, as well as providing an in-character rationale for what has changed where appropriate. As ever, it is important to remember that the rationale is there purely to provide a way for characters to explain any changes, it&#039;s not an actual plot development.&lt;br /&gt;
&lt;br /&gt;
==Fortifications and Citadels==&lt;br /&gt;
We&#039;ve changed the rules for fortifications so that a single [[fortification]] now has a bastion which makes the region it is in harder to take, and a garrison of troops who will protect the territory. The new rules replace the old rules for fortifications, and the previous rules for citadels have been completely dropped - they no longer apply at all, as they are completely superseded by the new rules.&lt;br /&gt;
&lt;br /&gt;
===Reasoning===&lt;br /&gt;
The simplicity of the original rules published for fortifications contained a number of problems. It was hard to create convincing narratives around the idea that a large fortification on one side of a territory would somehow protect the entire territory. Not least because it would do that without inflicting any damage on invading armies (unless they attacked the fort directly). Fortifications tended to fall down almost immediately if they were attacked, encouraging players to try and build them as far from the front lines as possible, neither of which is what we want from a game design point of view.&lt;br /&gt;
&lt;br /&gt;
Last year we attempted to resolve those difficulties by creating citadels, originally intending them to replace fortifications. However because it made no sense to put a citadel in the location that the forts were in, that proved impossible. Having realised that error late, we opted for a partial implementation and ran the new rules alongside the old rules. That didn&#039;t work either, because citadels were simply not as good as fortifications.&lt;br /&gt;
&lt;br /&gt;
So this winter, we&#039;ve gone back and started again with a fresh set of rules for fortifications. The new rules mean that the fortification helps to make a region more difficult to take - which is one of the things we wanted forts to achieve. They are also much more resilient, meaning they are more likely to change hands and be captured rather than simply fall down when an army attacks them. Finally, having each fortification include a distinct garrison means that we can be clear in the narrative of a campaign about what is happening (the garrison is sallying forth to attack invaders) while also having the garrison take and inflict damage, reifying the fact that the garrison is fighting the invaders.&lt;br /&gt;
&lt;br /&gt;
Explicitly separating the bastion (the castle that makes the region harder to take) and the garrison (the soldiers who staff the fortification and defend the territory) allows us to reference them directly in the game, both in the narrative and with plot [[opportunity|opportunities]]. &lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* &#039;&#039;&#039;Several recent winds of fortune have been updated&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Many rituals dealing with fortifications have been updated&#039;&#039;&#039;&lt;br /&gt;
Several recent winds of fortune have been updated to bring them into line with the new rules:&lt;br /&gt;
&lt;br /&gt;
* [[Outside_the_wall#Walls_Against_Wickedness|Outside the wall]] and [[Ward Little Boyar&#039;s Welcome|the accompanying Senate motion]] - is now an opportunity to ward the walls of the fortification in Delev.&lt;br /&gt;
* [[Golden_magicians_fayre#Frozen_Strength|Golden magicians fayre]] - the Rimebound quality would now affect any mortal fortification in the region, making rituals cast on it more effective.&lt;br /&gt;
* [[Our_eyes_in_Spiral#Oblivion&#039;s_Edge|Our eyes in Spiral]] - is now an opportunity to build a fortification in Screed to protect and contain the Black Plateau.&lt;br /&gt;
* [[Eight_for_a_wish#Stone_Endures|Eight for a wish]] - has been updated to be an opportunity for the sodality to build fortifications.&lt;br /&gt;
* [[The war of thorns and flowers]] - the section introducing citadels has been removed. Attacking vallorn forces will usually target a fortification if the bastion is adjacent to a vallorn heart.&lt;br /&gt;
* [[For_those_in_peril_on_the_sea#A_Vigilant_Light|For those in peril on the sea]] - now an opportunity to build a powerful fortification in Oranseri&lt;br /&gt;
&lt;br /&gt;
We&#039;ve also made changes to many of the rituals that deal with fortifications, either by enchanting them, cursing them, or creating temporary defenses. They include:&lt;br /&gt;
* [[Stone&#039;s Unyielding Defiance]] and [[Ramparts of Ashlar]] provide additional force to the garrison of a fortification&lt;br /&gt;
* [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] effect both the bastion and the garrison, and how their damage is inflicted has been adjusted slightly.&lt;br /&gt;
* The &#039;&#039;Wolves of Winter&#039;&#039;, a ritual not in Imperial Lore, provides additional strength to the garrison of the enchanted fortification, but &#039;&#039;only&#039;&#039; for purposes of inflicting casualties.&lt;br /&gt;
* The four &amp;quot;citadel&amp;quot; rituals - [[Frozen Citadel of Cathan Canae]], [[Forge the Wooden Fastness]], [[Dripping Echoes of the Fen]], and [[The Basalt Citadel]] have been changed significantly, and each provides different benefits.&lt;br /&gt;
Some of the rituals have also had their magnitude adjusted.&lt;br /&gt;
{{Rules Updates}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortification&amp;diff=133877</id>
		<title>Fortification</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortification&amp;diff=133877"/>
		<updated>2026-02-03T16:36:29Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Benefits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=DawnAndUrizen.jpg|caption=Sturdy castles and great stone walls protect the Imperial heartlands.|align=left|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The world of Empire is littered with walled settlements, fortresses, keeps, castles and fortified bridges. These lesser structures may be the target of a quest or skirmish but they are not important for the calculation of army strength present in a territory. Only mighty fortifications are notable - networks of carefully positioned forts; great stone walls with sentinel towers and the like. All these bastions boast powerful garrisons, which will fight to support allied military campaigns but may be depleted in the process.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
* &#039;&#039;&#039;All fortifications provide two key benefits that help to protect the territory and the people who live there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fortification includes a garrison of soldiers that will defend the territory if is attacked&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fortification includes a bastion that makes the region where it is built harder to conquer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units can help defend a fortification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortifications provide two key benefits. First, every fortification includes a [[#garrison|garrison]], a body of troops that will intercept opposing armies, or support friendly armies, anywhere in the [[territory]]. For as long as the garrison is still standing, they protect the entire territory.&lt;br /&gt;
&lt;br /&gt;
Second, each fortification also includes a [[#bastion|bastion]] that directly protects the [[territory#regions|region]] they are in, making it more difficult for opposing armies to conquer it. This also helps to protect the people who live in the region and other [[commission|commissions]] built there. Even the [[Druj]] are not so foolish to attempt to destroy property in a region where there is a powerful bastion opposing them.&lt;br /&gt;
&lt;br /&gt;
[[#Military_Units|Military Units]] can support a fortification, aiding the garrison if it is active and defending the bastion if it is attacked.&lt;br /&gt;
&lt;br /&gt;
===Garrison===&lt;br /&gt;
* &#039;&#039;&#039;A starting fortification includes a garrison of 3,000 fighting strength that takes part in any battle in the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Garrisons suffer casualties in the same way that armies do&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the fighting strength of the garrison is reduced to zero it takes no further action or casualties&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A garrison in a territory with no opposing forces present during the season naturally resupplies up to 300 casualties&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire can use a Senate motion to use mithril or weirwood to emergency resupply a garrison in any territory where no opposing forces are present&#039;&#039;&#039;&lt;br /&gt;
A garrison represents a body of soldiers connected to a fortification. They take part in a military campaign in the territory, applying their fighting strength against invading enemies or fighting alongside friendly armies.&lt;br /&gt;
&lt;br /&gt;
Garrisons suffer [[casualties]] in the same way as an Imperial army would. If its fighting strength is reduced to zero, the garrison becomes inactive - it takes no further action or casualties, and [[military unit|military units]] taking an action no longer add their strength to its effectiveness. The garrison can be rebuilt as long as the fortification it is attached to still exists.&lt;br /&gt;
&lt;br /&gt;
When a fortification is upgraded, each level of fortification increases the strength of the garrison by 3,000.&lt;br /&gt;
&lt;br /&gt;
Garrisons benefit from [[Army#Resupply|resupply]] like an [[Imperial army]]. A garrison will [[Casualties#Natural_Resupply|recover a tenth of their maximum strength each season]] that there are no enemy forces in their territory. They can  also receive [[Casualties#Emergency_Resupply|emergency resupply]] provided the garrison is not engaged in a campaign that season. If the garrison takes part in a campaign - either attacking, being attacked or being part of a larger force that attacks - then any attempt to use emergency resupply fails. &lt;br /&gt;
&lt;br /&gt;
Emergency resupply of a garrison requires an appropriately worded Senate motion (or a title using a power devolved from the Senate such as the [[Quartermaster General of the Imperial Armies]]), using either [[mithril]] or [[weirwood]] at the same rates as an army. As with an army, the first 20 wains of weirwood or mithril in a single season restore 25 strength for each wain allocated. The next 20 wains provide an additional 20 strength each an so on, up to a maximum of 100 wains in a single season. In addition to materials, emergency resupply costs 2 crowns per wain. The rate of emergency resupply resets each season so the mithril and weirwood spent in a subsequent season is not affected by earlier actions.&lt;br /&gt;
{{CaptionedImage|file=ThatWay.jpg|caption=Sturdy castles and great stone walls protect the Imperial heartlands.|align=right|width=350}}&lt;br /&gt;
===Bastion===&lt;br /&gt;
* &#039;&#039;&#039;A starting bastion increases the number of victory points required to take the region it is built in by 10&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A starting bastion does not defend the territory or cause casualties - the garrison does that&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The bastion takes a share of the casualties if the region is attacked&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A starting bastion starts with 3000 integrity, it collapses into ruin if this number is reduced below 1000&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Damage caused by armies is reduced by 80%&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A bastion can only be restored with emergency resupply using wains of white granite&#039;&#039;&#039;&lt;br /&gt;
A bastion is a physical structure such as a castle, tower, or citadel. It makes the [[territory#regions|region]] it is built in harder to take. Each level of fortification increases the number of victory points required to take the region the bastion is in by 10.&lt;br /&gt;
&lt;br /&gt;
A bastion does not defend the territory or cause casualties, but it does take a share of casualties if the region is attacked. A starting bastion has an integral strength of 3000, it will collapse if this [[Campaign_outcome#Casualties|number is reduced below 1000]]. The damage suffered by a bastion during a military campaign by opposing forces is reduced by four-fifths. Damage from other sources may not be reduced in this way - for example [[Thunderous Tread of the Trees]] does full damage to the integrity of any bastions in the territory.&lt;br /&gt;
&lt;br /&gt;
Any damage to the integrity of a bastion &#039;&#039;must&#039;&#039; be repaired with the expenditure of white granite, and requires an appropriately worded Senate motion (or a title using a power devolved from the Senate such as the [[Imperial Master of Works]]). The costs are the same as for [[Casualties#Emergency_Resupply|emergency resupply]] for armies - in a single season, the first 20 wains of white granite restore 25 integrity for each wain allocated and so on.&lt;br /&gt;
&lt;br /&gt;
Any surviving members of the garrison will always fight to defend the bastion if it is attacked. The garrison is automatically lost if the bastion is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Senate Commission==&lt;br /&gt;
The [[Imperial Senate]] can pass motions to create new fortifications, or to improve or repair existing ones. Every fortification occupies a [[territory#Regions|single region]]; a given region may only contain one fortification.&lt;br /&gt;
&lt;br /&gt;
In addition to a Senate motion, there are two Imperial titles able to announce the construction of a new fortification: the [[Master of the Koboldi]] and the [[Legion Engineer]]. The [[Imperial Master of Works]], the Legion Engineer, and the Master of the Koboldi are each also able to announce the [[#Improvement|improvement]] of a single fortification each season.&lt;br /&gt;
&lt;br /&gt;
===Costs===&lt;br /&gt;
* Materials: 80 [[white granite]] and 30 thrones.&lt;br /&gt;
* Time: 1 year to construct&lt;br /&gt;
* Upkeep: 15 thrones per season.&lt;br /&gt;
&lt;br /&gt;
===Improvement===&lt;br /&gt;
* &#039;&#039;&#039;Fortifications can be upgraded to increase the size of the garrison and the bastion by 3000 each&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Increasing the strength of an existing fortification is cheaper than building a new one&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:400px; float: right; margin-bottom: 10px; margin-left: 15px;&amp;quot;&amp;gt;&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Fortification Level&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Cost&amp;lt;/th&amp;gt;&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;80 wains, 240 crowns&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;70 wains, 210 crowns&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;60 wains, 180 crowns&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;
The Imperial Senate can pass a motion to upgrade the defences of an existing fortification. Improving a fortification takes one year to complete. The fortification must be controlled by the Empire throughout. Increasing the level of fortification increases the strength of the garrison by 3,000, increases the amount of damage the bastion can take by 3,000, and increases the number of VPs needed to take the region by 10.&lt;br /&gt;
&lt;br /&gt;
Strengthening an existing fortification is cheaper than building a new one - the table shows the costs to raise the level of a fortification from one to level two and the cost to raise it to level three or above. There are no further discounts in cost above level 3.&lt;br /&gt;
&lt;br /&gt;
===Upkeep===&lt;br /&gt;
* &#039;&#039;&#039;Each level of fortification requires 10 thrones a season in upkeep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortifications require less money to pay for their upkeep than an Imperial army - but they are still not free. A basic fortification costs 10 thrones per season; upgraded fortifications have an upkeep of 10 thrones per level of fortification.&lt;br /&gt;
&lt;br /&gt;
If there is insufficient income in the Imperial treasury to pay for the upkeep of a fortification then the fortification provides no benefits of any kind that season - the garrison will not fight and the bastion does not make the region harder to take.&lt;br /&gt;
&lt;br /&gt;
==Military units==&lt;br /&gt;
* &#039;&#039;&#039;Military units can be assigned to support a fortification&lt;br /&gt;
* &#039;&#039;&#039;If the garrison is still standing, the military unit supports the garrison&lt;br /&gt;
* &#039;&#039;&#039;If the garrison has been destroyed, the military unit supports the fortification&lt;br /&gt;
Some wealthy or powerful citizens maintain their own independent [[military unit]]. These units can use the [[military unit#Guarding|guarding]] action to support a fortification. The unit supports the [[#garrison|garrison]] in any campaign that season, provided it has not been destroyed (it has an effective strength greater than zero). If the garrison has been wiped out, the soldiers defend the [[#bastion|bastion]] instead. They apply their military strength against a force attacking the bastion, both resisting attempts to conquer the region and causing casualties, but obviously this only applies if the region containing the bastion is attacked.&lt;br /&gt;
&lt;br /&gt;
The experienced and capable troops in a military unit provide an advantage out of proportion to their numbers. A starting military unit adds the equivalent of 100 soldiers to the strength of any fortification they support. [[Military unit#Upgrades|Improved]] military units provide additional strength, and there are [[enchantment|enchantments]] such as [[Aspect of the Mountain]] or [[Peregrine and Ichimos]] that can further bolster the ability of a military unit to support a fortification.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
The table below shows a list of the rituals in both Imperial lore and Urizen lore which can affect a fortification.&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
{{#lst:Archive:All_Commissions|fortifications}}&lt;br /&gt;
{{War Further Reading}}&lt;br /&gt;
[[Category: Senate]]&lt;br /&gt;
[[Category:Commission]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortification&amp;diff=133876</id>
		<title>Fortification</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortification&amp;diff=133876"/>
		<updated>2026-02-03T16:36:00Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=DawnAndUrizen.jpg|caption=Sturdy castles and great stone walls protect the Imperial heartlands.|align=left|width=350}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The world of Empire is littered with walled settlements, fortresses, keeps, castles and fortified bridges. These lesser structures may be the target of a quest or skirmish but they are not important for the calculation of army strength present in a territory. Only mighty fortifications are notable - networks of carefully positioned forts; great stone walls with sentinel towers and the like. All these bastions boast powerful garrisons, which will fight to support allied military campaigns but may be depleted in the process.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
* &#039;&#039;&#039;All fortifications provide two key benefits that help to protect the territory and the people who live there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fortification includes a garrison of soldiers that will defend the territory if is attacked&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fortification includes a bastion that makes the region where it is built harder to conquer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units can help defend a fortification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortifications provide two key benefits. First, every fortification includes a [[#garrison|garrison]], a body of troops that will intercept opposing armies, or support friendly armies, anywhere in the [[territory]]. For as long as the garrison is still standing, they protect the entire territory.&lt;br /&gt;
&lt;br /&gt;
Second, each fortification also includes a [[#bastion|bastion]] that directly protects the [[territory#regions|region]] they are in, making it more difficult for opposing armies to conquer it. This also helps to protect the people who live in the region and other [[commission|commissions]] built there. Even the Druj are not so foolish to attempt to destroy property in a region where there is a powerful bastion opposing them.&lt;br /&gt;
&lt;br /&gt;
[[#Military_Units|Military Units]] can support a fortification, aiding the garrison if it is active and defending the bastion if it is attacked.&lt;br /&gt;
&lt;br /&gt;
===Garrison===&lt;br /&gt;
* &#039;&#039;&#039;A starting fortification includes a garrison of 3,000 fighting strength that takes part in any battle in the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Garrisons suffer casualties in the same way that armies do&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the fighting strength of the garrison is reduced to zero it takes no further action or casualties&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A garrison in a territory with no opposing forces present during the season naturally resupplies up to 300 casualties&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire can use a Senate motion to use mithril or weirwood to emergency resupply a garrison in any territory where no opposing forces are present&#039;&#039;&#039;&lt;br /&gt;
A garrison represents a body of soldiers connected to a fortification. They take part in a military campaign in the territory, applying their fighting strength against invading enemies or fighting alongside friendly armies.&lt;br /&gt;
&lt;br /&gt;
Garrisons suffer [[casualties]] in the same way as an Imperial army would. If its fighting strength is reduced to zero, the garrison becomes inactive - it takes no further action or casualties, and [[military unit|military units]] taking an action no longer add their strength to its effectiveness. The garrison can be rebuilt as long as the fortification it is attached to still exists.&lt;br /&gt;
&lt;br /&gt;
When a fortification is upgraded, each level of fortification increases the strength of the garrison by 3,000.&lt;br /&gt;
&lt;br /&gt;
Garrisons benefit from [[Army#Resupply|resupply]] like an [[Imperial army]]. A garrison will [[Casualties#Natural_Resupply|recover a tenth of their maximum strength each season]] that there are no enemy forces in their territory. They can  also receive [[Casualties#Emergency_Resupply|emergency resupply]] provided the garrison is not engaged in a campaign that season. If the garrison takes part in a campaign - either attacking, being attacked or being part of a larger force that attacks - then any attempt to use emergency resupply fails. &lt;br /&gt;
&lt;br /&gt;
Emergency resupply of a garrison requires an appropriately worded Senate motion (or a title using a power devolved from the Senate such as the [[Quartermaster General of the Imperial Armies]]), using either [[mithril]] or [[weirwood]] at the same rates as an army. As with an army, the first 20 wains of weirwood or mithril in a single season restore 25 strength for each wain allocated. The next 20 wains provide an additional 20 strength each an so on, up to a maximum of 100 wains in a single season. In addition to materials, emergency resupply costs 2 crowns per wain. The rate of emergency resupply resets each season so the mithril and weirwood spent in a subsequent season is not affected by earlier actions.&lt;br /&gt;
{{CaptionedImage|file=ThatWay.jpg|caption=Sturdy castles and great stone walls protect the Imperial heartlands.|align=right|width=350}}&lt;br /&gt;
===Bastion===&lt;br /&gt;
* &#039;&#039;&#039;A starting bastion increases the number of victory points required to take the region it is built in by 10&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A starting bastion does not defend the territory or cause casualties - the garrison does that&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The bastion takes a share of the casualties if the region is attacked&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A starting bastion starts with 3000 integrity, it collapses into ruin if this number is reduced below 1000&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Damage caused by armies is reduced by 80%&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A bastion can only be restored with emergency resupply using wains of white granite&#039;&#039;&#039;&lt;br /&gt;
A bastion is a physical structure such as a castle, tower, or citadel. It makes the [[territory#regions|region]] it is built in harder to take. Each level of fortification increases the number of victory points required to take the region the bastion is in by 10.&lt;br /&gt;
&lt;br /&gt;
A bastion does not defend the territory or cause casualties, but it does take a share of casualties if the region is attacked. A starting bastion has an integral strength of 3000, it will collapse if this [[Campaign_outcome#Casualties|number is reduced below 1000]]. The damage suffered by a bastion during a military campaign by opposing forces is reduced by four-fifths. Damage from other sources may not be reduced in this way - for example [[Thunderous Tread of the Trees]] does full damage to the integrity of any bastions in the territory.&lt;br /&gt;
&lt;br /&gt;
Any damage to the integrity of a bastion &#039;&#039;must&#039;&#039; be repaired with the expenditure of white granite, and requires an appropriately worded Senate motion (or a title using a power devolved from the Senate such as the [[Imperial Master of Works]]). The costs are the same as for [[Casualties#Emergency_Resupply|emergency resupply]] for armies - in a single season, the first 20 wains of white granite restore 25 integrity for each wain allocated and so on.&lt;br /&gt;
&lt;br /&gt;
Any surviving members of the garrison will always fight to defend the bastion if it is attacked. The garrison is automatically lost if the bastion is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Senate Commission==&lt;br /&gt;
The [[Imperial Senate]] can pass motions to create new fortifications, or to improve or repair existing ones. Every fortification occupies a [[territory#Regions|single region]]; a given region may only contain one fortification.&lt;br /&gt;
&lt;br /&gt;
In addition to a Senate motion, there are two Imperial titles able to announce the construction of a new fortification: the [[Master of the Koboldi]] and the [[Legion Engineer]]. The [[Imperial Master of Works]], the Legion Engineer, and the Master of the Koboldi are each also able to announce the [[#Improvement|improvement]] of a single fortification each season.&lt;br /&gt;
&lt;br /&gt;
===Costs===&lt;br /&gt;
* Materials: 80 [[white granite]] and 30 thrones.&lt;br /&gt;
* Time: 1 year to construct&lt;br /&gt;
* Upkeep: 15 thrones per season.&lt;br /&gt;
&lt;br /&gt;
===Improvement===&lt;br /&gt;
* &#039;&#039;&#039;Fortifications can be upgraded to increase the size of the garrison and the bastion by 3000 each&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Increasing the strength of an existing fortification is cheaper than building a new one&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:400px; float: right; margin-bottom: 10px; margin-left: 15px;&amp;quot;&amp;gt;&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Fortification Level&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Cost&amp;lt;/th&amp;gt;&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;80 wains, 240 crowns&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;70 wains, 210 crowns&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;60 wains, 180 crowns&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;
The Imperial Senate can pass a motion to upgrade the defences of an existing fortification. Improving a fortification takes one year to complete. The fortification must be controlled by the Empire throughout. Increasing the level of fortification increases the strength of the garrison by 3,000, increases the amount of damage the bastion can take by 3,000, and increases the number of VPs needed to take the region by 10.&lt;br /&gt;
&lt;br /&gt;
Strengthening an existing fortification is cheaper than building a new one - the table shows the costs to raise the level of a fortification from one to level two and the cost to raise it to level three or above. There are no further discounts in cost above level 3.&lt;br /&gt;
&lt;br /&gt;
===Upkeep===&lt;br /&gt;
* &#039;&#039;&#039;Each level of fortification requires 10 thrones a season in upkeep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortifications require less money to pay for their upkeep than an Imperial army - but they are still not free. A basic fortification costs 10 thrones per season; upgraded fortifications have an upkeep of 10 thrones per level of fortification.&lt;br /&gt;
&lt;br /&gt;
If there is insufficient income in the Imperial treasury to pay for the upkeep of a fortification then the fortification provides no benefits of any kind that season - the garrison will not fight and the bastion does not make the region harder to take.&lt;br /&gt;
&lt;br /&gt;
==Military units==&lt;br /&gt;
* &#039;&#039;&#039;Military units can be assigned to support a fortification&lt;br /&gt;
* &#039;&#039;&#039;If the garrison is still standing, the military unit supports the garrison&lt;br /&gt;
* &#039;&#039;&#039;If the garrison has been destroyed, the military unit supports the fortification&lt;br /&gt;
Some wealthy or powerful citizens maintain their own independent [[military unit]]. These units can use the [[military unit#Guarding|guarding]] action to support a fortification. The unit supports the [[#garrison|garrison]] in any campaign that season, provided it has not been destroyed (it has an effective strength greater than zero). If the garrison has been wiped out, the soldiers defend the [[#bastion|bastion]] instead. They apply their military strength against a force attacking the bastion, both resisting attempts to conquer the region and causing casualties, but obviously this only applies if the region containing the bastion is attacked.&lt;br /&gt;
&lt;br /&gt;
The experienced and capable troops in a military unit provide an advantage out of proportion to their numbers. A starting military unit adds the equivalent of 100 soldiers to the strength of any fortification they support. [[Military unit#Upgrades|Improved]] military units provide additional strength, and there are [[enchantment|enchantments]] such as [[Aspect of the Mountain]] or [[Peregrine and Ichimos]] that can further bolster the ability of a military unit to support a fortification.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
The table below shows a list of the rituals in both Imperial lore and Urizen lore which can affect a fortification.&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
{{#lst:Archive:All_Commissions|fortifications}}&lt;br /&gt;
{{War Further Reading}}&lt;br /&gt;
[[Category: Senate]]&lt;br /&gt;
[[Category:Commission]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Estavus&amp;diff=133869</id>
		<title>Estavus</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Estavus&amp;diff=133869"/>
		<updated>2026-02-03T16:25:40Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=EstavusArt.jpg|title=&amp;quot;Fire and Iron&amp;quot; artist unknown. It depicts the burning furnaces on the slopes of Shikal, which are said to belch forth black smoke in such abundance that the entire mountain-city is cloaked in darkness at all times.|caption=&#039;&#039;Fire and Iron&#039;&#039; represents the volcanic furnaces of Shikal.|align=left|width=400}}&lt;br /&gt;
==Eternal of Autumn==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Most commonly, she is known as &#039;&#039;The Forgemistress&#039;&#039;, or the &#039;&#039;Sovereign Lord of the City of Fire and Stone&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
She may also be called &#039;&#039;The Prince of Shikal&#039;&#039;, &#039;&#039;The Bronze Artisan&#039;&#039;, &#039;&#039;The Towers of Calx and Coom&#039;&#039; and occasionally &#039;&#039;The Hammer of Fire and Stone&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Estavus is a powerfully built female with bronze skin and curling steel horns. Her left arm appears to be made of metal, and she is usually clad in a metal breastplate wielding a two-handed hammer. She is often marked with soot either from her infernal volcanic home or from her work at her forge.&lt;br /&gt;
&lt;br /&gt;
The Forgemistress is often accompanied by lesser eternals and heralds who serve her as guards or assistants, but she is often found with magical metal constructs such as brass minotaurs; warriors crafted of living [[Materials#materials|dragonbone]]; or bejewelled courtiers of ivory and porcelain who converse in gentle, soothing terms and appear quite intelligent.&lt;br /&gt;
&lt;br /&gt;
==Concerns==&lt;br /&gt;
The Prince of Shikal dwells in a great city that occupies an active volcano of immense size. The Forge of Shikal holds the immense workshop of Estavus, suspended above the living magma of the volcanic caldera. The City of Fire and Stone is inhabited by artisans and labourers, and riddled with deep delves that drop down far below the surface of the realm into great mines.&lt;br /&gt;
&lt;br /&gt;
Estavus is driven to build, construct and create. Her ambition is to reshape entire worlds; she seeks to encourage others to do the same by mastering nature and building great cities and fortresses. If she had her way, the wilderness would be tamed with roads and cities, and natural things would be found only in parks. She is especially driven to create artificially living things that mimic natural plants and beasts.&lt;br /&gt;
{{CaptionedImage|file=EstavusConstruct.jpg|title=Estavus crafts her servitors in many shapes and forms, and is known to lend them to those who gain her favour.|caption=A bronze guardian, a typical servitor of Estavus.|align=right|width=300}}&lt;br /&gt;
She constantly desires raw materials from the mortal realm; while she has access to strange metals from the mines around her domain, she has no ready source of the magical materials found in the mortal realm.&lt;br /&gt;
&lt;br /&gt;
While she is somewhat singleminded, she is still an eternal of Autumn. She is fascinated by, and well versed in, the ways that crafters can exert power. Being able to make something for someone else is potentially an incredible source of influence. The rarer the things a crafter can craft, the more power they wield. She supports and encourages the formation of artisan guilds that create monopolies to protect their interests and influence their fellows, and she is known to have a special interest in [[The League|League]] [[Guild|carta]], [[Dawn|Dawnish]] [[weaver cabal|weaver cabals]], and both [[The Marches|Marcher]] and [[Wintermark|Winterfolk]] smiths. She is said to have a great deal of interest in the guilds of the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
It is almost unknown for Estavus to respond in person to a [[Archmage#Plenipotentiary|plenipotentiary]] missive from the [[Archmage of Autumn]]. Sometimes she will dispatch a favoured lieutenant, if the matter requires direct negotiation. More often, she seems to take plenipotentiaries as invitations to perform work - meaning she is likely to simply send some [[Inhabitants of the realms#Heralds|heralds]] to assess a situation and put forward a proposal for how she might use her assets to deal with that situation. This is commonly seen in response to requests to offer her aid in building projects such as [[Spiral#Curstag&#039;s_Way|Curstag&#039;s Way]] or the Crucible of Fate, for example. Even if heralds are dispatched, they are usually members of one of the guilds that make up the population of the &#039;&#039;City of Fire and Stone&#039;&#039; rather than creatures who report directly to the &#039;&#039;Mistress of the Fire Mountain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
Estavus has made numerous bargains with mortal ritualists and offers her power directly to rituals such as [[The Anvil of Estavus]] and [[Before the Throne of Estavus]] and indirectly to [[Timeless Hammer Rhythm]] or [[Smooth Hands Shape the World]]. She can offer several boons related to the [[Crafting skills#Artisan|artisan]] skill. She may be called on to provide any of these boons or to craft unique weapons and armour in her forge as well as larger structures such as castles, bridges or roads.&lt;br /&gt;
&lt;br /&gt;
She has been known to lend her constructs to mortals for a short time, sometimes as additional troops, sometimes as labourers of grand constructions, and sometimes in a more personal capacity. She can even create unique constructs, fit for a specific purpose.&lt;br /&gt;
&lt;br /&gt;
What she can create she can also destroy - she can reduce anything created by crafters or artisans to its component parts. Likewise, she can destroy constructs and offer assistance in the form of things that will [[Calls#SHATTER|shatter]] weapons or shields.&lt;br /&gt;
&lt;br /&gt;
==Rituals that deal with Estavus==&lt;br /&gt;
The following formulaic rituals are widely known to deal directly with Estavus. Rituals with an &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt; are part of [[Urizen lore]] rather than [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]. Rituals that are defunct - either withdrawn by the eternal or no longer functional - have a line through them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Ritual&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Eternal&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Explanation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Realm&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Mag.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Before the Throne of Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Swaps raw materials for Autumn mana.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fire on the Water]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Draws on a contract with the House of Fire and Flame to gain their aid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
====Mystic Scrolls of Estavus====&lt;br /&gt;
During the Summer Solstice 384YE, in response to a [[Archmage#Plenipotentiary|plenipotentiary]] from the [[Archmage of Autumn]], Edmundo of Damakan&#039;s forge, Estavus made a quartet of &#039;&#039;[[Mystic_scrolls_of_Estavus|mystic scrolls]]&#039;&#039; available to Imperial magicians - assuming they were [[Begin_to_speak#Estavus|prepared to pay for them]]. These scrolls were temporary texts, similar to a ritual text, that allowed up to a dozen magicians to master a specific ritual drawing on Estavus&#039; power. They were only potent for the Summer Solstice, but any magician who used one to master the magic they contained retained that knowledge just as they would any other mastered ritual. The scrolls made available included [[Mystic scrolls of Estavus#Ramparts of Ashlar|Ramparts of Ashlar]], [[Mystic scrolls of Estavus#Hammers of Fury|Hammers of Fury]], [[Mystic scrolls of Estavus#Machines of Destruction|Machines of Destruction]], and [[Mystic scrolls of Estavus#Accoutrements of War|Accoutrements of War]].&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;[[file:Estavus001a.png|align=right|width=350]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Has_reared_himself_a_throne#Sculptured_Ivy_and_Stone_Flowers|Has reared himself a throne]] - 387YE Autumn plenipotentiary&lt;br /&gt;
* [[Hammers_and_boxes#Ceaseless_Hammers|Hammers and boxes]] - 386YE Winter Wind of Fortune detailing offers to clear Pakaanan&#039;s Pass and help build [[Spiral#Curstag&#039;s_Way|Curstag&#039;s Way]]&lt;br /&gt;
* [[Secret_meeting#Endless_Ringing|Secret meeting]] - 386YE Winter plenipotentiary&lt;br /&gt;
* [[Metal and stone]] - 386YE Summer Wind of Fortune detailing proposals by the &#039;&#039;Architects of Iron and Stone&#039;&#039; to improve [[Imperial Bourse]] seats.&lt;br /&gt;
* [[Cities_of_the_Iron_Labyrinth#Towers_of_Calx_and_Coom|Cities of the Iron Labyrinth]] - 386YE Spring Wind of Fortune detailing boons offered by Estavus&lt;br /&gt;
* [[Dream_to_me#Estavus|Dream to me]] - 386YE Spring plenipotentiary&lt;br /&gt;
* [[Inkpot_gods#City_of_Fire_and_Stone|Inkpot gods]] - 385YE Summer wind of fortune detailing boons offered following the &#039;&#039;Bounty of the Brilliant Broker&#039;&#039; [[:Category:Imperial_Enchantment|Imperial enchantment]]&lt;br /&gt;
* [[Fate and function]] - Summer 385 Wind of Fortune detailing Estavus&#039; involvement with the [[Zenith#Crucible_of_Fate|Crucible of Fate]]&lt;br /&gt;
* [[Three_and_three#Estavus|Three and three]] - Summer 385 plenipotentiary&lt;br /&gt;
* [[Begin to speak#Estavus|Begin to speak]] - Summer 384YE plenipotentiary including the offer of [[Mystic scrolls of Estavus]].&lt;br /&gt;
* [[A_pleasing_and_deceptive_face#Estavus|A pleasing and deceptive face]] - 383YE Autumn plenipotentiary&lt;br /&gt;
* [[Hunter_of_stars#Estavus|Hunter of stars]] 382YE Spring plenipotentiary&lt;br /&gt;
* [[Immortal_hand#Estavus|Immortal hand]] - 381YE Spring plenipotentiary&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Llofir&amp;diff=133867</id>
		<title>Llofir</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Llofir&amp;diff=133867"/>
		<updated>2026-02-03T16:23:55Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=LlofirArt.jpg|title=&amp;quot;Ruin&amp;quot; by Marcher artist Martha Riversbank. Painted in 293YE, as part of a commission for the never-completed Hall of Spring (a college of magic intended to be built in Miaren later abrogated by the Senate). One of several canvases recovered in 326YE from a crawlspace in the Forge in Anvil, it was apparently significantly damaged by damp.|caption=&#039;&#039;Ruin&#039;&#039; is the slow moving harbinger of fungus, rot, pestilence, and decomposition|align=left|width=400}}&lt;br /&gt;
==Eternal of Spring==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Most commonly Llofir is &#039;&#039;The Rotlord&#039;&#039; or the &#039;&#039;Lady of Spores&#039;&#039;. It generally uses &amp;quot;it&amp;quot; as a pronoun.&lt;br /&gt;
&lt;br /&gt;
It is also known as &#039;&#039;The Quiet One&#039;&#039;, or &#039;&#039;The Great Fungus&#039;&#039; but seems mostly unconcerned with what names mortals give it. It appears broadly immune to flattery, enduring it with quiet stoicism before ignoring it and moving on. Other names commonly used include &#039;&#039;End of Empires&#039;&#039;, &#039;&#039;Inevitable Circle&#039;&#039;, and &#039;&#039;Ruin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
As with eternals such as [[Yaw&#039;nagrah]], Llofir is believed to be truly massive - an entire ecosystem with a single consciousness behind it. Where Llofir differs from other Spring eternals is that its body is composed of fungus and moulds - sometimes on an epic scale. It is known to &#039;bud&#039; smaller, humanoid forms that are in some way vessels for its consciousness with which it can speak to mortals; many of these strange creatures serve as its heralds, guards and courtiers. They range in size from a few feet tall through dangerous animalistic creatures to massive, shambling horrors that move like a tide of animate matter. &lt;br /&gt;
&lt;br /&gt;
Its heralds most often appear as humanoids infested with rot and fungus. Often quiet and slow-moving, their appearance is a little deceptive - they are actually creatures in their own right rather than reanimated flesh.&lt;br /&gt;
&lt;br /&gt;
==Concerns==&lt;br /&gt;
The Quiet One is usually described as calm, placid and extremely long-sighted. Where other Spring eternals live in the moment, Llofir seems utterly disconnected from concerns of past and future. It in some way exemplifies ideas of natural rot, corruption, decomposition and decay - the way things tend to break down into simpler forms, from which new things arise. It is also fascinated with disease and sickness, and the way they cause healthy organisms to fall apart or become weak.&lt;br /&gt;
{{CaptionedImage|file=Herald of Llofir.jpg|caption=The heralds of Llofir often appear as humanoids infested with rot.|align=right|width=300}}&lt;br /&gt;
Some magicians believe that Llofir&#039;s interest in rot and decay extends beyond the physical, literal manifestation of decomposition and includes the philosophical idea that complex structures such as societies and empires also need to be periodically killed and broken down so that new societies can grow from the &#039;mulch&#039; they leave behind. This would be a very sophisticated position for a Spring eternal to take, but not entirely inconsistent with the &#039;long view&#039; that Llofir appears to take.&lt;br /&gt;
&lt;br /&gt;
The eternal has several times expressed a dislike for the [[vallorn]], and even offered aid in weakening or destroying it. It appears that the unquenchable wellspring of life that fills vallorn-infested areas is at odds with Llofir&#039;s focus on the cyclic nature of death, decay, and new life arising from the remnants of the old. In a similar vein, the &#039;&#039;Lady of the Toadstools&#039;&#039; expresses an uncharacteristic virulent hatred for things which inhabit dead flesh and prevent it rotting (such as the husks produced by [[Quickening Cold Meat]] or the transformation effected by [[Mark the Flesh Incorruptible]]). It offers boons to help destroy them or return them to their &amp;quot;natural&amp;quot; space in the cycle; on one occasion this involved investing the unliving husks created by &#039;&#039;Quickening Cold Meat&#039;&#039; with spores that quickly rotted the bodies inhabited by the winter spirits. &lt;br /&gt;
==Recent History==&lt;br /&gt;
In 380YE, Llofir was responsible for a [[A_season_of_mushrooms|wave of Spring magic]] that swept across newly-liberated [[Reikos]]. In the process, it claimed the region of [[Reikos#Tamarbode|Tamarbode]] for itself. In the years that followed, it resisted Imperial efforts to reclaim the region while simultaneously offering to provide assistance to the efforts to fight the vallorn. The Winter Solstice 382YE saw Llofir [[382YE_Winter_Solstice_Conclave_sessions#Enmity_:_Llofir|placed under enmity]] by the Conclave. Then in Summer 383YE, a [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|combined operation]] by the [[Wolves of War]] and the [[Towerjacks]] ultimately destroyed Llofir&#039;s Garden and drove the eternal&#039;s forces back into the Spring realm. Llofir was less than pleased, to put it mildly.&lt;br /&gt;
&lt;br /&gt;
Indeed, when the [[Archmage of Spring]] Ibiss Briarheart next sought [[Archmage#Parley|parley]] with the &#039;&#039;End of Empires&#039;&#039;, in Winter 386YE,  the eternal [[I_knew_you_were_trouble#Llofir|refused in no uncertain terms]]. Instead, it made an extreme demand of the Conclave - that it be granted [[alignment#amity|amity]] with the intent that it would &amp;quot;ravage the Empire&amp;quot; in retribution for the destruction of its garden. Unsurprisingly, the Conclave refused to provide it with the opportunity to take revenge on Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
In Autumn 387YE, however, Ibiss made another attempt to reconcile the Empire and the &#039;&#039;Rot Lord&#039;&#039;. This time, [[Has_reared_himself_a_throne#Hours_Breathing_Faint_and_Low|Llofir&#039;s response]] appeared a little more measured. In the end however, the Empire did not meet the eternal&#039;s demands; they did however, [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Llofir,_Neutrality|remove the existing enmity]] as &amp;quot;a show of trust.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
The &#039;&#039;Great Fungus&#039;&#039; has a number of boons that might interest Imperial magicians. It can offer aid with rituals that encourage [[Spring magic#Ruin|decay and collapse]], or the destruction of crafted goods or structures. It also has power to support attempts to renew damaged or ruined lands, or to bring forth new life from rot and decay. As a being fascinated with fungus and mushrooms, it also can offer boons related to replicating or enhancing the hallucinogenic or poisonous properties of many fungi. According to some sources, this interest can provide insight into the magic of Spring, or even into the nature of living creatures.&lt;br /&gt;
&lt;br /&gt;
More than any other eternal except perhaps [[Yaw&#039;nagrah]], Llofir&#039;s realm bursts at the seams with magical substances. Often referred to as  &#039;&#039;[[Yaw%27nagrah#Donahorti|donahorti]]&#039;&#039;, they differ from those associated with the &#039;&#039;Green Mother&#039;&#039; both in their properties - related to ruin and renewal rather than [[Spring magic#chaos|chaos]] or [[Spring_magic#Fertility|fertility]] - and because they invariably take the form of fungus or fungal spores. &#039;&#039;Whisperspore&#039;&#039;, for example, takes the form of pale, powdery spores that can be inhaled to empower an adept of Spring lore to work their magic more easily, especially Spring magic that causes rot and renewal such as [[Turns the Circle]]. There have also been several cases of mushrooms gathered under Llofir&#039;s auspices that have produced powerful if sometimes unpredictable mind-altering substances.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Has_reared_himself_a_throne#Hours_Breathing_Faint_and_Low|Has reared himself a throne]] - 387YE Autumn plenipotentiary response&lt;br /&gt;
* [[I_knew_you_were_trouble#Llofir|I knew you were trouble]] - 384YE Winter plenipotentiary response&lt;br /&gt;
* [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|Destroying angels]] - 383YE Summer Wind of War detailing the destruction of Llofir&#039;s garden in Tamarbode&lt;br /&gt;
* [[When_all_the_land_is_in_ruins#The_Aid_of_Llofir|When all the land is in ruins]] - 382YE Winter Wind of Fortune including offers of aid from Llofir&lt;br /&gt;
* [[Bury_the_hatchet#Llofir|Bury the hatchet]] - 382YE Summer plenipotentiary response&lt;br /&gt;
* [[380YE_Autumn_Equinox_winds_of_war#Our_Neighbour&#039;s_Field|Our neighbours field]] - 380YE Autumn Wind of War involving the Citadel Guard attack on Llofir&#039;s garden&lt;br /&gt;
* [[A season of mushrooms]] - 380YE Summer Wind of Fortune discussing Llofir&#039;s &amp;quot;restoration&amp;quot; of Reikos&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Current_crewing_opportunities&amp;diff=133835</id>
		<title>Current crewing opportunities</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Current_crewing_opportunities&amp;diff=133835"/>
		<updated>2026-02-02T20:33:33Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Crewing can be an amazing experience - but it&#039;s not for everyone - and in particular, we have to make sure we have the right people who can work together and gel as a team. We&#039;re always keen to talk to anyone who is interested in crewing so that they can find out if it&#039;s something they want to do and we can see if there is a place for them on the team. So if you&#039;re interested in one of the roles below, do get in touch with our game director [mailto:crew@profounddecisions.co.uk Clare Evans] - we&#039;ll give you a quick interview and see if we can offer you a place on the team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All our crewing roles are for volunteers - but you won&#039;t need a ticket, we&#039;ll feed you throughout the event, and there is a big crew party on the last day for everyone who is helping take the event down&#039;&#039;&#039;. Ultimately the real benefit of crewing is that you&#039;ll be part of an amazing team of people and can take pride in your role in creating the Empire events that players love. You&#039;ll be part of the biggest LRP event crew in the country (there are over 400 of us!), working with incredibly talented people, and hopefully having an amazing time.&lt;br /&gt;
&lt;br /&gt;
The crew roles described below are specific areas that we are actively looking to fill at this time, so if they sound interesting then it&#039;s definitely worth [mailto:crew@profounddecisions.co.uk contacting us] to discuss it. If you&#039;re interested in helping with something that isn&#039;t listed below then it may still be worth getting in touch, but bear in mind that we may already have enough people helping out in that area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==NPC==&lt;br /&gt;
The NPCs are there to bring the Empire setting to life and try to make each event as dramatic and engaging as possible. To do that - we need good NPCs that are capable of playing a multitude of different parts throughout a weekend. This isn’t ‘easier’ than playing - it&#039;s much harder! We need you to have a solid grasp of &#039;&#039;all&#039;&#039; the nations of the Empire, and you’ll be working with detailed briefs that may involve magic, finance, diplomacy and foreign nations. It really helps to be an experienced roleplayer and is vital that you&#039;re familiar with the setting.&lt;br /&gt;
&lt;br /&gt;
You only need to be on site shortly before the event starts, and while we ask that you help with the takedown of the monster tent before leaving, this usually only takes an hour or so after time out, so being an NPC is a great role for anyone who wants to be right in the heart of the game but cannot get to the event early or stay late.&lt;br /&gt;
&lt;br /&gt;
All our plot crew are very busy throughout every event. This means that it is impossible to play an event and be a member of the plot crew. You will get a chance to take a few hours off each event to get out and socialise in-character if you want to, but you can&#039;t be an NPC and play the game. We also operate a permanent crew system, so while you&#039;re welcome to resume playing in the future if you want to, you can&#039;t switch back and forth being playing and NPCing from one event to the next.&lt;br /&gt;
{{CaptionedImage|file=Plotredhat.jpg|caption=Plot Tent Set-up|align=right|width=300}}&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
&#039;&#039;&#039;As an NPC, plenty of it, but as a player, you might only get a couple of hours over the whole weekend, if there’s time. We do try and allow for people to go and socialise, but your main focus should be on your NPC roles.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Be available from Friday afternoon – pre-event briefing is at 4pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be available for an hour after time out for take down and packing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Have a solid knowledge of the Imperial Nations, and preferably the magic and economy systems&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be up for cycling through a variety of roles over the weekend, on your own and as part of groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Referees==&lt;br /&gt;
We are recruiting for our referee team. The Empire referees are one of the most visible and essential parts of the game, covering everything from battle field safety to bonding items, via rituals, poisonings and all sorts of shenanigans on the way.&lt;br /&gt;
&lt;br /&gt;
Very roughly there are two types of referee role, you can both both, mostly one and dabble in the other or just one! The Field covers Anvil and Skirmish covers battles, skirmishes, encounters and most combat.&lt;br /&gt;
&lt;br /&gt;
All referees are armed with a PD supplied tablet to look up rules for clarification and log player actions. You will also have a radio and ear-piece so you can communicate with the rest of the team. Back up and support is always on hand.&lt;br /&gt;
&lt;br /&gt;
No one is ever thrown in without training and support, for your first event you will be teamed up with another member of the team who help you learn and make sure you&#039;re confident and secure in the role.&lt;br /&gt;
&lt;br /&gt;
On the Field you will be responding to player needs. This could be based in the Regio or the Ref Access Tent in the Dawn/Wintermark field or roving free range around Anvil as needed. The referees on the field are answering player queries, processing bindings, rituals and things that need data base queries. The tablet walks you through the process, you just need to enter the correct numbers! You get an opportunity to see all sides of the players games and know all the exciting and sneaky things going on!&lt;br /&gt;
&lt;br /&gt;
On Skirmish you will become an expert in managing combat safety and applying the combat rules. This is a physical job, you will need to travel between God, Monster, the skirmish woods and field on a regular basis covering all the terrain in between and keeping up with player movements. &lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;•	You will be unlikely to play a character but opportunities to take on small roles in other departments can be arranged, e.g. plot writing, monstering, field NPCing with the Civil Service.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;You will be one of the main faces of the game and a lot of the work is customer service based. Being polite, approachable and knowing when to escalate is essential.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;We would love you to have either experience as an Empire player OR experience of reffing other systems.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;We would need you to learn the core Empire rules around commonly used items and actions before your first event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be comfortable wearing a radio and earpiece at all times and using a tablet to record entries in a database&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Being a referee can involve walking long distances as you cover the space of Anvil and will often be moving between player camps and God. There are places for referees with more static roles in the team with the Regio, Ref Access Tent and God bases.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be on-site on Friday at 3 pm until the end of the event at 3 pm on Sunday afternoon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skirmish Team==&lt;br /&gt;
We need more people to join our [[Plot_crew#Skirmish|skirmish team - The Hundred]] - to bolster our numbers and help in delivering combat encounters at events. The Skirmish Team runs in two main groups to deliver large military engagements and smaller plot-heavy encounters for players. As the game has grown the need for more orcs, heralds, undead, and unusual monsters has increased. To continue improving on our current encounters we need a larger team to muster for skirmishes and deliver combat encounters so more players can participate and have fun fighting for the Empire!&lt;br /&gt;
&lt;br /&gt;
The majority of the time we play barbarian orcs from the tribes that surround the Empire, but also portray magical heralds, fearsome creatures, shambling undead, the monstrous vallorn, and unassuming human citizens with nothing to hide... It can be an exhausting experience but as a team we look after each other and make sure we don’t push ourselves too far. We stop work each evening by 10 pm, then run through a briefing for the battle the next day. After this is done there is time to rest and relax with the rest of the team, head in character to enjoy Anvil, or take on a volunteer role in late-night low-combat encounters. With a larger team, we will be able to support larger military encounters and additional slots for our Plot Team to deliver a whole host of plots in the skirmish areas, encounter tents and in Anvil itself.&lt;br /&gt;
&lt;br /&gt;
Ideally, we are looking for people who already have experience playing or crewing LRP, both at large fests and smaller events. Experience of Empire LRP is not essential but will help make it easier to understand the encounters you are part of, and what we are trying to achieve. Being a competent fighter is useful, as is being able to lead others, but these are not essential; being able to roleplay is however an essential thing we need!&lt;br /&gt;
&lt;br /&gt;
The extra cool bits: &amp;quot;You get to play the varied threats faced by the players; access to the Empire arsenal of weapons and armour for monstering with; support from the rest of the team on creating cool orc costumes and kit; training in how to safely fight and engage the players of the game in combat!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;You will be involved in encounters during most of your event, but will have plenty of breaks for rest and food. There is a chance to play your own character after battle brief is done each evening.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;This role involves considerable physical exertion, involvement in LRP combat, and frequent running&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This role includes frequent changes of kit, armour, and makeup&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This role requires wearing latex masks for extended periods of time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You need to understand and follow the Empire LRP rules, especially those relating to combat and conduct&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You will work with team leaders our Battle Team, Referee Team and Plot Writers to deliver exceptional encounters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You will assist with set-up and take-down of team kit and the battlefield areas before and after the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Where possible you should commit to crewing for an extended period of time (four events); it is not possible to alternate between playing and crewing as part of the Skirmish Team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Plot Writer==&lt;br /&gt;
&lt;br /&gt;
Plot writers are the people who work behind the scenes to come up with ideas and encounters, that will then be brought to life in by the NPC and Skirmish team in the live field and through the wiki. You will discuss plot ideas with Matt and Andy and coordinate with the plot production teams, NPCs, Skirmish and egregores to make your plots happen. You’ll have access to Profound Decision’s infrastructure for running out&lt;br /&gt;
&lt;br /&gt;
Unlike other crew roles, being a plot writer involves a potentially significant amount of time and effort in between events. This will involve meetings to get your plot ideas refined and approved, discussion with other teams on Discord and then writeups of your plot on the Empire database so they can be run out. Due to the size of Empire and the need to organise with other teams, there is some bureaucracy involved, and running complicated plots can involve a level of project management with other teams. Empire does not use plot actuators/facilitators – it is expected that plot writers ensure everything is in place for their own plots, either doing things themselves or asking other teams to do so.&lt;br /&gt;
&lt;br /&gt;
All our plot crew are very busy throughout every event. This means that it is impossible to play an event and be a member of the plot crew. You will get a chance to take a few hours off each event to get out and socialise in-character if you want to, but you can&#039;t be a plot writer and play the game. We also operate a permanent crew system, so while you&#039;re welcome to resume playing in the future if you want to, you can&#039;t switch back and forth being playing and NPCing from one event to the next. Depending on how much plot you write and how much time you spend running your plot out at the event, you may be able to spend your time in another crew role, like NPC, a Plot Production role or Referee. You may also be asked to help out with other plot writers to run out their own plot.&lt;br /&gt;
&lt;br /&gt;
Due to the responsibility involved, if you are interested you will need to fill out a short questionnaire. We are currently looking at adding 2 positions to the team, and will choose from among applicants who submit. Prior larp writing experience isn’t necessary, but applicants would ideally have some experience in project or creative management and/or a good understanding of the Empire setting. Each application will be reviewed on its own merits to ensure we have a broad range of styles in the team.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will potentially see the encounters you run out and may see things as an NPC, but as a player, you might only get a couple of hours over the whole weekend, if there’s time. We do try and allow for people to go and socialise, but your main focus should be on running out encounters backstage.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Be able to commit to meetings and writing related to your plot in before events&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available from Friday afternoon at the event – pre-event briefing is at 4pm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available for an hour after time out for take down and packing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Have one or more of: previous larp writing experience, project or creative management experience, good knowledge of the Empire setting&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available to ensure your own plots run smoothly at the event and help with other plots if needed&#039;&#039;&#039;&lt;br /&gt;
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==Synod Civil Service (Tribune)==&lt;br /&gt;
The Civil Servants who support the Synod game are called the Tribune of the Synod, and it&#039;s their job to answer questions, accept new Judgements, advise players, and take their votes. We pride ourselves on having in-character Civil Servants who are a living, breathing part of the game world, and having a strong sense of camaraderie.&lt;br /&gt;
&lt;br /&gt;
Primarily, you&#039;d be helping player characters achieve their goals and ambitions by taking away the complicated bits of bureaucracy, enabling drama, intrigue and other gameplay. Frequently, this involves helping outside of the Synod as well - advising players on where to go, what options they have available, or who they might want to talk to.&lt;br /&gt;
&lt;br /&gt;
Out of character experience with admin isn&#039;t necessary, but you&#039;d need to be comfortable with helping out with the paperwork for much of the event, checking to make sure players have filled out Judgements correctly and recording their votes accurately. You&#039;ll be working alongside other experienced Civil Servants who will happily share their expertise and guide you through this.&lt;br /&gt;
&lt;br /&gt;
You only need to be on site shortly before the event starts, but after that you&#039;ll be quite busy - Synod opens at time-in and apart from some small breaks, it closes at 10pm.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
&#039;&#039;&#039;You&#039;ll be in your Field NPC role for most, if not all of the event, directly interacting with player characters as an immersive, in-character functionary. Although that&#039;ll be your main focus, you&#039;ll also get breaks to rest and relax, and freedom to head off and roleplay once Synod closes for the evening - though you won&#039;t be playing the game like a player would.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
*&#039;&#039;&#039;Excellent customer service skills&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available from 6pm Friday to 10pm in the evening&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available from 10am Saturday to 10pm in the evening&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available from 10am Sunday to 3pm  in the afternoon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ideally have a good knowledge of the game world, such as the Imperial Nations (but you&#039;ll learn Synod-specific processes on the job)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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==Traffic Team==&lt;br /&gt;
The traffic team are responsible for directing traffic round site, showing them where to go, how to get there, and helping people find a suitable spot to pitch and camp as well as looking to ensure that people are driving responsibly. You&#039;ll work closely with the gate team who are the first members of crew to meet people when they arrive on site, but you&#039;ll also need to be available to help for a few hours Saturday or Sunday morning as we have increasing numbers of players arriving by car then.&lt;br /&gt;
&lt;br /&gt;
The work is long hours on your feet, and involves a lot of walking, but provided you&#039;re comfortable with that then you&#039;ll be fine. There are plenty of opportunities to socialise and chat with players when they are arriving - we want our traffic team to be friendly and approachable. &lt;br /&gt;
&lt;br /&gt;
You&#039;ll need to help for a few hours on Friday after the game has started at some events, but once everything is well underway then you&#039;ll be free to play for most of the event. You will be busy again at time-out - as we need lots of traffic team to handle the vehicles moving around site then.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
*  &#039;&#039;&#039;You should be able to play for most of the event, but you will miss a few hours on Friday evening and we will need you for a shift on either Saturday or Sunday morning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Be on-site on Thursday morning and until Sunday evening&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be prepared to walk long distances in all weathers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be prepared to time in a little late on Friday and finish playing a little early on Sunday when necessary to get the job done&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be polite when directing players around site&#039;&#039;&#039;&lt;br /&gt;
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==Crew Welfare Cleaners ==&lt;br /&gt;
&lt;br /&gt;
We are looking for a small team to pack and clean crew welfare at the end of each event. This would involve emptying and cleaning the crew welfare cabin and making sure the cabin is clean, wiping down surfaces and walls, mopping floors, cleaning fridges, etc. Then ensuring everything is packed away neatly and clean for the next event.&lt;br /&gt;
All equipment would be provided and you will be working under the Head of Crew Welfare and Site Manager.&lt;br /&gt;
 &lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
You will be able to play the game fully.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Be on-site from Sunday Afternoon until the job is finished. We expect this to be Monday evening but could roll into Tuesday morning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Camp Ali Welfare==&lt;br /&gt;
PD is currently looking for a crew welfare role Pre and Post event. This role is completely separate from the main Crew Welfare Dept and will be operating from a small, equipped kitchen in Camp Ali. We need this Role to start the Monday before the event and run up to the Wednesday lunchtime before the event starts. Then the crew member will be free to play the event, only checking in once per day over the event to date check the food in the fridge and to empty and restart the dishwasher. Then the role will recommence Monday lunch time after the event with Tuesday Lunch being the final meal.&lt;br /&gt;
&lt;br /&gt;
This role will require - meal planning, handling some complex dietary needs, shopping locally, ordering booking and receiving deliveries from Morrisons. Prepping and laying out of meals. Taking take away orders from crew (on specific nights) and ordering and receiving the takeaway. Managing food labels/dates and fridge management. Cleaning and maintaining the kitchen.&lt;br /&gt;
&lt;br /&gt;
This role currently provides meals for anywhere between 3 and 15 crew members and this requires the person to be able to operate flexibly to allow for 1 or 2 unexpected crew arrivals on the day.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
You will be able to play the game fully but with time set aside for daily checks and maintenance on the kitchen.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Be on-site from Monday morning until Tuesday afternoon the week after. This role could be shared between two people.&lt;br /&gt;
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==Security==&lt;br /&gt;
&lt;br /&gt;
Live roleplaying events are generally relaxed and friendly environments, so we have a small security team whose job it is  to keep an eye on the site each night and assist event participants with any issues that may arise.  The team consists of volunteer marshals and a small number of  SIA-registered volunteers, and at present we are recruiting for both. The aim is to cover all our night shifts well and make it possible for each team member to have one night off.&lt;br /&gt;
&lt;br /&gt;
The team covers Thursday, Friday and Saturday nights from 01:00 to 08:00 in the morning, with the long-term goal to provide service in shifts around the clock. Depending on how much sleep you need, you can get quite a lot of roleplaying as a character in the game, as long as you fit it in around your shifts and save enough energy to do the job well. The team work closely with the medical, conduct and participant welfare teams, in order to make sure that everyone stays safe whilst enjoying the event. In bad weather conditions, they are also responsible for securing tent structures that are at risk, and dealing with other issues that may arise.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;Whilst getting enough sleep to cover your shifts is a priority, you may spend time between shifts playing a character and enjoying the event&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Be able to work 1am - 8.00am shifts, minimum of 2 shifts per event (we are on duty on Thurs, Fri and Sat nights)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be able to walk around the site in any weather&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be sober for your shift in order to be a fully responsible team member&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be able to do physical tasks such as assisting carrying a person&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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{{Crewing Links}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
DONT DELETE THESE BLOCKS - JUST MOVE THEM IN OR OUT OF THE COMMENT AREA - MP.&lt;br /&gt;
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==Costume==&lt;br /&gt;
The Costume team works closely with the NPC team to ensure they are maintaining the consistency of kit briefs entering the player field. During events the costume team manage the setup and take down of wardrobe, keep the kit rails tidy, accessible &amp;amp; organised. They are also in charge of creating, acquiring and repairing kit, typically during the downtime between events. This would be an ideal role for someone who makes costume for Empire already and has experience playing the game.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
*&#039;&#039;&#039;Plot Production crew are very busy throughout every event. This means that it is impossible to play an event and be a member of the plot crew. You will still get a chance to take some time off and socialise with friends, most likely towards the end of each day once the last remaining plots are run out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
*&#039;&#039;&#039;Be available from Thursday afternoon to help setup the costume department&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available for an hour after time out for take down and packing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Have a good understanding of the costume briefs for each nation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;We would prefer that you have experience of the Empire Game World&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Makeup==&lt;br /&gt;
We&#039;re looking for more people to join our make-up team in the plot production department. The team are based in the monster tent and are essential for any roles that require make-up or prosthetics. These include orcs and characters with lineage, but they also include eternals and their heralds. The team plan complex make-up arrangements in advance of the event so that convincing effects can be created quickly in the field. They also help player volunteers don and remove make-up before and after the battles.&lt;br /&gt;
&lt;br /&gt;
The make-up team work before the events helping to plan and arrange new make-up and prosthetic purchase in preparation for upcoming plots, but most of the work takes place during time-in of the event.&lt;br /&gt;
&lt;br /&gt;
We need volunteers from an hour before time in on Friday up until an hour after Time out on Sunday. You&#039;ll be liaising with the rest of the make-up team to ensure we have appropriate cover during the event. While you may have some time on the field in character this role is not suitable for someone wishing to play the event. &lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;You will be unlikely to play a character other than the occasional NPC, but may enjoy the event facilities around the responsibilities of your volunteering role&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Crew throughout the event rather than playing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bring enthusiasm and energy to producing good quality make-up and prosthetics to a tight time schedule&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be ready to fit into an existing team and learn from their experiences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crucially, you need to be confident that you will get more fun out of this backstage experience than your roleplaying experience is currently giving you. You will be joining the plot production department as a full-time member of the team so balancing both will &#039;&#039;&#039;not&#039;&#039;&#039; be possible.&lt;br /&gt;
&lt;br /&gt;
==Gate Crew==&lt;br /&gt;
The gate crew are responsible for welcoming players to the site, checking bookings, and taking payments for the gate bookings as well as the early arrivals on Thursday. You&#039;re the first member of PD that most players will encounter when they get to site, often after a long drive, so it&#039;s important to be cheerful and friendly. &lt;br /&gt;
&lt;br /&gt;
Being part of the gate crew means crewing from around noon on Thursday to Late Friday. Once your shift on Friday is complete you are then free to play the rest of the event.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;As gate crew you will be working for almost all of Thursday and Friday through to the evening. This will leave most the rest of the weekend to play a character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Be on site by Thursday lunchtime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be personable and enjoy welcoming players to the site&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be confident handling money and have strong numeracy skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be prepared to work in all weathers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be prepared to time in late on Friday.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Props==&lt;br /&gt;
The Props department is responsible for organising and maintaining PD&#039;s props and assisting with prop requests from the running plots of each event. Our props are sorted into numbered &amp;amp; labelled storage crates which many of the plot &amp;amp; plot production crew members will access throughout each event. Once the plot is finished the props team will return everything back into its boxy home.&lt;br /&gt;
&lt;br /&gt;
Between events &amp;amp; occasionally during events specific prop requests will come in, and whilst it’s not the sole responsibility of the props department to facilitate these requests the role would suit someone with crafting skills.&lt;br /&gt;
There are also ongoing efforts to create a searchable photo database, with photos being taken at each event during any downtime.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
*&#039;&#039;&#039;Plot Production crew are very busy throughout every event. This means that it is impossible to play an event and be a member of the plot crew. You will still get a chance to take some time off and socialise with friends, most likely towards the end of each day once the last remaining plots are run out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
*&#039;&#039;&#039;Be available from Thursday afternoon to help setup the props department&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be available for an hour after time out for take down and packing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Comfortable with lifting &amp;amp; shifting some relatively heavy storage crates&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Have a good understanding of the visual briefs of each nation&#039;&#039;&#039;&lt;br /&gt;
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==Encounter Tents==&lt;br /&gt;
Our encounter tent specialists are technical and design wizards who work magic with sets to help us prepare and run the encounters that take place off Anvil in tents. If you’ve got skills rusting away because you studied theatre design but never worked in it, or you help build am-dram sets, or you love realising or improving other people’s visions this role might be for you.&lt;br /&gt;
&lt;br /&gt;
We&#039;re looking for two more people to join our encounter tent team in plot production. Our team are responsible for designing sets and building and running scenes in the encounter tents. They work closely with the plot team and there is a lot of crossover with the other teams in plot production. We need volunteers from an hour before time in on Friday up until an hour after time out on Sunday. &lt;br /&gt;
&lt;br /&gt;
This really is a role for someone who is looking to expand their volunteering in LRP because they love the hobby. You will be able to arrange for a few hours to relax if you want to (or take on a short NPC role or two), but you will be a member of the [[plot crew]] which means you&#039;ll be busy working throughout most of the event so you won’t be able to play a political character, and engage with the wider plot of the game.&lt;br /&gt;
&lt;br /&gt;
Being part of the plot production team for the encounter tents means that you&#039;ll have a chance to experience a part of LRP design that doesn’t happen in many places - the short immersive experience encounter set up, with props, costume and set dressing to support it. It&#039;s challenging work but you&#039;ll get to create some amazing experiences for players and see the reactions they create.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;You will be unlikely to play a character other than the occasional NPC, but may enjoy the event facilities around the responsibilities of your volunteering role&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Crew throughout the event rather than playing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cope with some lifting and shifting of objects throughout the weekend&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bring enthusiasm and energy to creative encounter tent set design in a fairly high-stress environment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be ready to fit in to an existing team and learn from their experiences&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be willing to consider some skype planning calls between events, if you enjoy the experience and become a long term member of the team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crucially, you need to be confident that you will get more fun out of this backstage experience than your roleplaying experience is currently giving you. You will be joining the plot production department as a full-time member of the team so balancing both will &#039;&#039;&#039;not&#039;&#039;&#039; be possible.&lt;br /&gt;
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==Hygiene Team==&lt;br /&gt;
Even if you&#039;ve never met one of us, you have certainly benefited from the hard work of the hygiene team, aka the brown caps.&lt;br /&gt;
&lt;br /&gt;
As the game has grown so has the number of toilet facilities provided for the field and so we are looking for a few new people. Despite what you may think, this position does not require a cast-iron stomach and no sense of smell beyond what you&#039;d need to just use the toilets. All that we require are people to work as part of existing teams, to check the toilets around 6 times a day to make sure they are stocked on consumables and the bins are changed, with one clean out each day.&lt;br /&gt;
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If you are willing to take a plunger in hand to fix a clog that&#039;s a bonus, but certainly not required. This is a great role for someone who wants to provide a vital service but does not have the free time for early arrival or physicality required for standard red cap duties.&lt;br /&gt;
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And don&#039;t believe the line, we are anything but &amp;quot;Unsung heroes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;Although as site crew you are on-call for a lot of the event in case of emergency, you can also play a character and take a full part in the game around your shifts before and after the game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Working as a team to make sure enough restocking is done.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Either an earlier start or a later finish for first and last thing restock&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flexibility and being able to work suitable timings with your teammates for the above two points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Good timekeeping, missing a restock can have knock-on effects that cause problems for everyone&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Diligence, rushed cleaning means more work for other people after the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Being able to walk a long distance with a light load, your assigned block might require some walking to reach.&#039;&#039;&#039;&lt;br /&gt;
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If we get lots of enquiries we will give preference to people who are planning to attend all 3 remaining events this year as that helps us build a solid team.&lt;br /&gt;
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==Crew Welfare ( see new advert below) ==&lt;br /&gt;
The crew welfare team are responsible for making sure the crew are fed and looked after. This includes preparing food; cleaning the crew hut; organising the food and drink in the hut and tent; greeting and taking in the Morrison&#039;s order; checking with other departments to see if they need any supplies getting; and leaving the site to restock supplies. They work closely with participant welfare to make sure they have what they need and try to ensure that people remember to eat, hydrate and put on sunscreen. Then at the end of the event they clean everything down and pack it all away ready for the next one.&lt;br /&gt;
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The teamwork Thursday and Friday to set up the welfare areas so that they just need minor maintenance during the event. While the event is running there is the opportunity to play a character and join in with the game.&lt;br /&gt;
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Being part of the team means being able to work hard sometimes. There can be a lot of medium to heavy lifting involved (if you can lift a 6 pack of 2-litre bottles you&#039;ll be fine). You&#039;ll also need endless levels of patience and some common sense as it can sometimes be like being a parent.&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
*&#039;&#039;&#039;You will be able to play a character and take part in the game around your shifts.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Enjoy preparing food and working with the other crew you are supporting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Take instructions well, but be prepared to take your own initiative from one task to the next&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be on-site on Thursday morning and again on Sunday afternoon (or longer if possible)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be comfortable wearing a radio and earpiece when required&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A standard driving license is desirable but not necessary&#039;&#039;&#039;&lt;br /&gt;
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==Skirmish Team==&lt;br /&gt;
We need more people to join our [[Plot_crew#Skirmish|skirmish team - The Hundred]] - to bolster our numbers and help in delivering combat encounters at events. The Skirmish Team runs in two main groups to deliver large military engagements and smaller plot-heavy encounters for players. As the game has grown the need for more orcs, heralds, undead, and unusual monsters has increased. To continue improving on our current encounters we need a larger team to muster for skirmishes and deliver combat encounters so more players can participate and have fun fighting for the Empire!&lt;br /&gt;
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The majority of the time we play barbarian orcs from the tribes that surround the Empire, but also portray magical heralds, fearsome creatures, shambling undead, the monstrous vallorn, and unassuming human citizens with nothing to hide... It can be an exhausting experience but as a team we look after each other and make sure we don’t push ourselves too far. We stop work each evening by 10 pm, then run through a briefing for the battle the next day. After this is done there is time to rest and relax with the rest of the team, head in character to enjoy Anvil, or take on a volunteer role in late-night low-combat encounters. With a larger team, we will be able to support larger military encounters and additional slots for our Plot Team to deliver a whole host of plots in the skirmish areas, encounter tents and in Anvil itself.&lt;br /&gt;
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Ideally, we are looking for people who already have experience playing or crewing LRP, both at large fests and smaller events. Experience of Empire LRP is not essential but will help make it easier to understand the encounters you are part of, and what we are trying to achieve. Being a competent fighter is useful, as is being able to lead others, but these are not essential; being able to roleplay is however an essential thing we need!&lt;br /&gt;
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The extra cool bits: &amp;quot;You get to play the varied threats faced by the players; access to the Empire arsenal of weapons and armour for monstering with; support from the rest of the team on creating cool orc costumes and kit; training in how to safely fight and engage the players of the game in combat!&amp;quot;&lt;br /&gt;
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===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;You will be involved in encounters during most of your event, but will have plenty of breaks for rest and food. There is a chance to play your own character after battle brief is done each evening.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;This role involves considerable physical exertion, involvement in LRP combat, and frequent running&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This role includes frequent changes of kit, armour, and makeup&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This role requires wearing latex masks for extended periods of time&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You need to understand and follow the Empire LRP rules, especially those relating to combat and conduct&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You will work with team leaders our Battle Team, Referee Team and Plot Writers to deliver exceptional encounters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You will assist with set-up and take-down of team kit and the battlefield areas before and after the event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Where possible you should commit to crewing for an extended period of time (four events); it is not possible to alternate between playing and crewing as part of the Skirmish Team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Magistrates==&lt;br /&gt;
* Imperial character that conducts trials &lt;br /&gt;
* Engage players in the legal process&lt;br /&gt;
* Try to keep conflict between players political&lt;br /&gt;
The magistrates are official Imperial characters who operate the legal system, conducting trials and overseeing the application of the law. Their role is to involve players in the legal process as thief-takers, detectives and militia etc. The point of the magistrates is to do everything in-character, to make murder as difficult to get away with as humanly possible. The goal is to redress the balance of games in which murder is trivial and the cheapest solution to any political problem. Empire is intended to provide a PvM game for players combined with a PvP political game. The magistrates exist to try to ensure that most conflict between players remains political. It is possible for a magistrate to play other roles some of the time if they wish.&lt;br /&gt;
 &lt;br /&gt;
Being a magistrate requires some charisma and personal presence. The magistrates have the full backing of the setting, but that will not serve if they cannot get the support of the majority of players. Magistrates need to be unbiased and although they are encouraged to play the role on an ongoing basis they should avoid becoming embroiled in the politics of the game; like all civil servants they are compelled to remain honest and impartial by the magical power of the oaths they have sworn. Being a magistrate is a great role for anyone with an intuition for skulduggery and a sense of drama for making court scenes dramatic.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=JonCreek.jpg|align=left|caption=Head Magistrate: Jon Creek}}&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are looking for one or two other magistrates.&lt;br /&gt;
&lt;br /&gt;
==GOD Team==&lt;br /&gt;
The Games Operation Desk (GOD) operates as the main contact point for players and crew throughout the event. We’re responsible for handling a wide variety of game administration, from handing out packs and recording rituals to recording lost property and helping new players create their first characters.&lt;br /&gt;
&lt;br /&gt;
There are a variety of roles within the GOD team depending on your skills and interests. Some will be largely computer-based (our “front desk” crew), but not all. GOD crew handle large amounts of in-character resources and sometimes out-of-character cash, so it’s important that we’re known and seen to be trustworthy. Ideally, GOD crew will be around from Thursday to help with setting up GOD and handing out packs, but the key work is from Friday lunchtime to a few hours after time-out on Sunday. &lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
* &#039;&#039;&#039;GOD operates throughout the event, although we have a rota to ensure everyone gets breaks and the chance for those who want to take some R&amp;amp;R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Good customer service skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Take instructions well, but be prepared to take your own initiative from one task to the next&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If you have an R&amp;amp;R character, being confident you can keep the information you learn in GOD separate from your character’s knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While it’s unnecessary for all our GOD crew, being comfortable using a radio and a computer are significant bonuses.&lt;br /&gt;
&lt;br /&gt;
==Crew Welfare==&lt;br /&gt;
&lt;br /&gt;
We’re looking for someone to help out in crew welfare!&lt;br /&gt;
&lt;br /&gt;
We are looking for someone to put out, monitor and put away lunch Friday, Saturday and Sunday 12:00 to 15:00. This would be the primary blocks of time required but there would be some occasional assistance required throughout the day which would be agreed with the Head of Department on an as needed basis. &lt;br /&gt;
&lt;br /&gt;
Lunchtime would involve some minor salad food prep and washing of required utensils. You should expect some occasional sweeping, mopping, wiping down of surfaces and evicting of spiders/wasps (broom/bug zapper provided). You would also need to help check stock expiry dates and set out the hut in a manner that makes everything easy to find. We would also need your help redistributing the Booker stock and giving tours where needed and pointing out where certain things are.&lt;br /&gt;
This job does require some heavy lifting, eg 6 x 2 litre bottles of pop and can be quite physically demanding. &lt;br /&gt;
You don&#039;t need any experience to join the crew welfare team. The hut is a very small area and can get quite busy at times.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
Apart from the core hours I am looking for you to cover, there will be plenty of opportunity to see the game. You may be asked to drop in and out of crew welfare throughout the rest of the day to tidy up but this can be worked around any particular in game events you wish to attend.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Be on-site from early Friday morning until Sunday Afternoon/evening, if you can be on-site Wednesday or Thursday, even better&lt;br /&gt;
&lt;br /&gt;
==Coach Team== &lt;br /&gt;
We need one person to join the small coach team. The position involves helping and guiding players from Banbury train station to the coach, helping with luggage loading and unloading and being a passenger on the coach for the day. This will be an off-site role but is customer facing. &lt;br /&gt;
&lt;br /&gt;
On the Sunday the role is managing the players and their luggage to leave site. This duty will have you staying on site until the last coach is gone late in the evening.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see===&lt;br /&gt;
* &#039;&#039;&#039;The duties are during the day on Thursday and Friday, and on Sunday afternoon. Outside of these times (listed below) you are free to do your own thing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* &#039;&#039;&#039;Reasonably fit to handle luggage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be available Thursday 12 noon to 8.30pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be available Friday 10am to 5pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Be available Sunday 2.30pm to 7.30pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Able to Check on and around the train station for lost LRPers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Crew Welfare Cleaners 2025 ==&lt;br /&gt;
&lt;br /&gt;
We are looking for a small team to pack and clean crew welfare at the end of each event. This would involve emptying and cleaning the crew welfare cabin and making sure the cabin is clean, wiping down surfaces and walls, mopping floors, cleaning fridges, etc. Then ensuring everything is packed away neatly and clean for the next event.&lt;br /&gt;
All equipment would be provided and you will be working under the Head of Crew Welfare and Site Manager.&lt;br /&gt;
 &lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
You will be able to play the game fully.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Be on-site from Sunday Afternoon until the job is finished. We expect this to be Monday evening but could roll into Tuesday morning.&lt;br /&gt;
&lt;br /&gt;
==Crew Welfare team member 2024 ==&lt;br /&gt;
We’re looking for someone to help out in crew welfare.&lt;br /&gt;
&lt;br /&gt;
Your main role will be to help out generally in crew welfare making sure the crew is fed and looked after. Expect some sweeping, mopping, wiping down of surfaces and occasional evicting of spiders/wasps. Help Check stock expiry dates and setting out the hut in a manner that makes everything easy to find. Help redistribute booker stock. Preparing and putting out a lunch buffet and keeping it stocked up. Giving a tour where needed and pointing out where certain things are. This does require a little bit of heavy lifting, e.g. 6 x 2 litre bottles of pop. &lt;br /&gt;
&lt;br /&gt;
You don&#039;t need any experience to join the crew welfare team, you just need to enjoy talking to people. The hut is a very small area and can get quite busy at times, so volunteers with small children will need to find an area away from the hut to keep them occupied due to health and safety concerns.&lt;br /&gt;
&lt;br /&gt;
===How much of the event will you see?===&lt;br /&gt;
*&#039;&#039;&#039;As a member of crew welfare there will be plenty of opportunity to see the game. We are able to rotate with the rest of the crew members to play the game and plan around any particular in game events you want to attend.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
*&#039;&#039;&#039;Be on-site from early Friday morning until Sunday morning, if you can be on-site Wednesday or Thursday, even better&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Be comfortable wearing a radio and earpiece when required&#039;&#039;&#039;&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=Knights_of_Glory&amp;diff=133826</id>
		<title>Knights of Glory</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Knights_of_Glory&amp;diff=133826"/>
		<updated>2026-01-31T16:40:04Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Summer|120}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}} 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;
{{Regio|Summer}} &lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual summons a number of warriors from the [[Realm#Summer|Summer realm]] to support a [[Army|campaign army]]. The presence of these supernatural warriors raises the strength of the campaign army by the equivalent of 2,000 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 are confident you can face and overcome any challenge, no matter how daunting. When someone advises caution or restraint, it is difficult not to view that as a challenge and double-down on your glorious course of action.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The ritual draws warriors loyal to the court of [[Eleonaris]]. These heralds have been known to exert unpredictable influence those fighting alongside them, especially those with the [[changeling]] [[lineage]]. Past effects have included lingering roleplaying effects or temporary [[heroic skills#Hero|hero points]] for the captains of [[military unit|military units]] [[Military_unit#Support_Army|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;
{{Season Duration}}&lt;br /&gt;
===Assurance===&lt;br /&gt;
The ritual loses all power and becomes useless if the Empire ever finds itself in a position where it is not at war with any neighbouring great power.&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
{{Ritual Substitution|orichalcum|ingots}}&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 90.&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 knights that are summoned by &#039;&#039;Knights of Glory&#039;&#039; will not appear at the event as a result of this ritual being cast. They will only appear in response to plot created by a plot writer. Whatever happens, such knights 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;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual draws on a pact with [[Eleonaris]], the [[Eternal]] Queen of the Fields of Glory in the [[Realm#Summer|Summer realm]], calling one of her innumerable hosts to fight alongside an [[Army|army]] for a season. These troops come from Eleonaris&#039; realm and may include elfin knights, rambunctious goblin-folk, and even monstrous beasts. They are usually attired in gold-and-crimson surcotes and fight under the lion banner of their mistress, although some of their heralds will also fly pennants appropriate to the main army if they are asked to do so. They are almost invariably attired in heavy armour, often of burnished bronze, sungold or (in the case of champions) orichalcum-steel. They will die as easily as mortal troops, but they seem to treat death as a minor inconvenience or even a surprise - it is as if they consider themselves immortal. If challenged, they are likely to shrug and comment enigmatically that their slain comrades will &amp;quot;&#039;&#039;Return to the Fields of Glory, by and by.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The summoned soldiers fight with the appearance of great bravery and civility. They are cordial to mortal soldiers, although they can be a little distant. They engage mercilessly, with great ferocity, and seem to take an unholy joy in challenging and defeating any enemies. They will happily engage in tourneys or honour duels with mortal champions, but they lack a sense of consequences. This means that duels often end in death, or maiming, unless their opponents are very clear on the rules. They are also disinclined to stealth, ambush, or other guerrilla tactics preferring to face their opponents head-on. They love to fight other forces summoned from the realms - they will single out groups of [[Conclave of Trees and Shadow|shadow warriors]], [[Carve the Crystal Guardian|crystal guardians]], or especially [[Clarion Call of Ivory and Dust|grim legionnaires]] unless explicitly ordered otherwise. Even then they chafe under such restrictions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Knights summoned with 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]] or the prismatic soldiers raised by [[Carve the Crystal Guardian]] it seems that the magic of the gate cannot transport them. Attempts to do so result in the knights disappearing - apparently returned to the Summer realm prematurely.&lt;br /&gt;
&lt;br /&gt;
When the [[enchantment]] ends, the knights travel to the nearest Summer [[regio]] and depart the mortal realm. They carry with them any of their number who have fallen in battle. The accoutrements of any soldier left behind tend to disappear at around this time - never overtly, but when unobserved the items vanish. The same applies to any remains of dead knights not retrieved by their comrades. &lt;br /&gt;
&lt;br /&gt;
Eleonaris receives a full report from her troops when they return to her, and if they are mistreated, betrayed, or misused in some fashion, she is likely to take vengeance against the perpetrators. On the few occasions in the past when this has happened, she has called a truce with both her perennial rival [[Jaheris]] and her more occasional sparring partner [[Hayaak]] the gryphon-king and enlisted both of them in seeking revenge on those who have dared to betray her trust. Even her perennial rival [[Cathan Canae]] takes a dim view of such behaviour and will side against anyone responsible for mistreating the summoned knights.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
It is exceptionally common to include a flag, pennant, banner or standard as part of this ritual, especially one that bears the device of [[Eleonaris]] - a golden lion on the red field - or the army the summoned knights will fight alongside. Other common elements include the invocation of brave warriors who have fought for the Empire in the past, and symbols of [[Pride]] and [[Courage]]. [[Dawn hearth magic#Girding|Girding]] the military leader in the [[Dawn|Dawnish]] manner, or having a skop or [[troubadour]] boldly announce tales of the general&#039;s [[Wintermark_hearth_magic#Names|name]], resonate with the ritual as does the sound of martial horns or drums, and the presence of warriors from the same nation as the general as [[witness|witnesses]].&lt;br /&gt;
&lt;br /&gt;
The rune of victory, [[Tykonus]], is favoured for this ritual both for its association with banners and flags and for its connection to the Eternal Lady of the Crimson Host.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice 383YE, Eleonaris [[Power,_corruption,_and_lies#Eleonaris|placed restrictions]] on the performance of Knights of Glory. Her herald 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 by the Empire may incur serious consequences. Eventually, the angry eternal was mollified by the [[Construct Statue of Eleonaris|construction of a monument]] honouring Eleonaris and her knights in Semmerholm. She made it clear at this time that she would no longer countenance the performance of Knights of Glory by &#039;&#039;any&#039;&#039; caster and would instead be presenting a new ritual to Brother Luke, in his role as [[Archmage of Summer]].&lt;br /&gt;
&lt;br /&gt;
The replacement ritual was meant to be created by [[Meraud|the Golden Magician]] on Eleonaris&#039; behalf. However, before the Lord of the Lake could undertake the work, the subtle influence of the ongoing conjunction of [[the Lock]] and [[the Key]] exerted small but significant changes to the ritual. Eleonaris has declared herself to be content with the ritual in its new form. Rather than require the [[Conclave]] to go through the rigmarole of placing a new ritual into [[Imperial lore]], she has sent word to the [[Archmage]] that she is now happy for Imperial magicians to call upon her aid by performing Knights of Glory - provided of course that her [[#Assurance|assurance]] remains intact.&lt;br /&gt;
&lt;br /&gt;
===Eternal Rivals===&lt;br /&gt;
Some [[Earl#Enchanter|Enchanters]] of [[Dawn]] say that in the past [[Jaheris]], the consort-rival of Eleonaris, offered gifts that allowed the ritual to summon troops loyal to his silver-and-blue Unicorn standard. Similar gifts were apparently offered by [[Hayaak]] the Lord of Wrath to summon his hosts of vengeance; by [[Cathan Canae]] to call forth her cold-hearted giant warriors; and occasionally by [[Barien]], the arbiter of worth, as a reward for those who have bested one of his [[Challenge the Iron Duke|challenges]]  Regardless of what may have once been possible, the &#039;&#039;Commander of the Golden Armies&#039;&#039; has put a stop to her ritual being used in such a way. Shortly before the Autumn Equinox 383YE, Eleonaris claimed she had &amp;quot;[[Power,_corruption,_and_lies#Eleonaris|taken back control]]&amp;quot; of the ritual. Knights of Glory was crafted with her power, she claimed, and it had only been through her grace that other eternals had been able to make use of it. That grace was now withdrawn, as was her right. The ritual will now only bring forth knights from the Fields of Glory. &amp;quot;&#039;&#039;Let other eternals empower their own magical rituals if they wish to aid the Empire&#039;&#039;,&amp;quot; she concluded.&lt;br /&gt;
&lt;br /&gt;
===Enmity and Neutrality===&lt;br /&gt;
At the Winter Solstice 379YE, the eternal was given [[Amity_and_enmity#Enmity|Enmity]] by the [[Conclave]]. It was thus a crime to perform this ritual. At the Spring Equinox 380YE Conclave voted to return Eleonaris to the state of [[Amity_and_enmity#Neutrality|Neutrality]], which, among other things, made this ritual once again legal to perform.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
*  [[Power,_corruption,_and_lies#Eleonaris|Power, corruption, and lies]] - Autumn 383 Wind of Fortune where Eleonaris places restrictions on the casting of Knights of Glory&lt;br /&gt;
* [[Down_the_cavalier_road#Eleonaris|Down the cavalier road]] - Autumn 384YE Wind of Fortune detailing Eleonaris&#039; response to the statue built in her honour in Semmerholm&lt;br /&gt;
[[Category:Summer Ritual]]&lt;br /&gt;
[[Category:Warfare]]&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=Casualties&amp;diff=133764</id>
		<title>Casualties</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Casualties&amp;diff=133764"/>
		<updated>2026-01-28T15:36:03Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Emergency Resupply */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Lukas.jpg|align=left|title=Casualties represent fatalities, permanent damage to equipment and lost resources.|caption=The dead, the maimed, the walking wounded.|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Both sides involved in a campaign take casualties. This is represented by a reduction in their effective fighting strength.&lt;br /&gt;
&lt;br /&gt;
Casualties represent fatalities, permanent damage to equipment and lost resources. Thanks to easy availability of magical, herbal and surgical healing, injured soldiers are generally restored to full fighting fitness within a short period of time, and are not counted as casualties.&lt;br /&gt;
&lt;br /&gt;
==Calculating casualties==&lt;br /&gt;
Each side in a campaign normally inflicts casualties on the other side equal to one tenth of its fighting strength. The casualties are split among all the forces present in the territory based on [[War#Issuing_Orders|the orders submitted]] by the commanders on both sides and the outcome of the campaign. The actions of player characters during time-in, particularly the outcome of skirmishes and battles, may also have an effect if that was part of the in-character brief. However the armies and navies of a side are assumed to stand and fight together, it is not possible to single out an enemy army.&lt;br /&gt;
&lt;br /&gt;
A force that falls below 1,000 strength is disbanded. An army is routed, or annihilated, a navy is sunk. It is effectively destroyed and ceases to exist as a significant force although individual soldiers or vessels may survive. A large army disbands if its fighting strength falls below 1,500.&lt;br /&gt;
&lt;br /&gt;
E.g. There are three full strength Dawnish armies fighting in [[the Barrens]]. They have a total fighting strength of 15,000 so they will inflict 1500 casualties on the opposing forces. The precise number of casualties may be adjusted due to the orders submitted and any appropriate rituals in place as well as any [[battles]] that have taken place.&lt;br /&gt;
&lt;br /&gt;
The casualties are split equally between the enemy forces present and then the casualties each force incurs is adjusted based on the order submitted for that army or navy. If an army is completely destroyed (reduced to 0) then any excess casualties are split between the remaining defenders.&lt;br /&gt;
&lt;br /&gt;
==Natural Resupply==&lt;br /&gt;
* &#039;&#039;&#039;Must be in an Imperial territory, on defensive orders, with no opposing forces present during the season&#039;&#039;&#039;&lt;br /&gt;
Resupply represents new equipment and materials, and new recruits to replace the dead. If an Imperial force spends the entire season in a territory controlled by its allies with no opposing forces there during the season then it automatically recovers 500 strength (750 for a large army or navy).&lt;br /&gt;
&lt;br /&gt;
In order to benefit from natural resupply, the general must issue a [[Army_orders#Defending|defending]] order to their army. it is not possible to gain the benefits of natural resupply while taking an [[Army_orders#Attacking|attacking]] order to capture territory even if there are no opposing forces present.&lt;br /&gt;
&lt;br /&gt;
No natural resupply takes place if there is an enemy force defending or attacking any part of the territory. Forces leaving the territory at the start of the campaigning season do not count, but forces that enter the territory that season do.&lt;br /&gt;
&lt;br /&gt;
Armies cannot resupply in a territory in which there is an ongoing damage effect such as [[Thunderous Tread of the Trees]] or [[Mountain Remembers Its Youth]]. This does not stop an army that has taken damage while moving through a territory from resupplying as long as they end their movement in a territory where no such effects are in place.&lt;br /&gt;
&lt;br /&gt;
A force cannot be resupplied above its maximum fighting strength normally 5,000 (7,500 for a [[Army#large|large]] force), and cannot benefit from natural resupply if the nation has more armies and navies [[Commission#Insufficient_Supply|than it can support]].&lt;br /&gt;
&lt;br /&gt;
==Emergency Resupply==&lt;br /&gt;
* &#039;&#039;&#039;Can be used anywhere provided the force is not engaged in a campaign that season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Requires mithril or weirwood and 2 crowns per wain&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:400px; float: right; margin-bottom: 10px; margin-left: 15px;&amp;quot;&amp;gt;&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Wains Spent&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Benefits&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 points/wain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;21-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 points/wain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;41-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 points/wain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;61-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 points/wain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;81-100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 points/wain&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;
The [[Senate]] may pass a motion to authorise the use of mithril or weirwood to speed up the resupply of an Imperial [[army]] or [[navy]]. In the case of an army, these materials represent weapons and armour as well as tents, wagons, siege equipment and other supplies. For a navy they include repairs to existing warships as well as new vessels, shipboard weapons, food and materials for the ships and their crews, and other supplies. This represents a concerted effort by the Empire to bring the target force back up to full strength. Emergency resupply, like natural resupply, takes a season to complete.&lt;br /&gt;
&lt;br /&gt;
Emergency resupply can be used with any force that is not engaged in a campaign that season. If the force takes part in a campaign - either attacking, being attacked or being part of a larger force that attacks, then any attempt to use emergency resupply fails.&lt;br /&gt;
&lt;br /&gt;
When a motion of emergency resupply passes, any imperial citizen may contribute resources and money towards the resupply of that army before the start of the next summit.  A citizen who provides wains to resupply an army must also provide the appropriate amount of money at the same time.&lt;br /&gt;
&lt;br /&gt;
In a single season, the first 20 wains of mithril &#039;&#039;&#039;or&#039;&#039;&#039; weirwood restore 25 army strength for each wain allocated. The next 20 wains provide an additional 20 army strength each, and so on up to a maximum of 100 wains in a single season. In addition to materials, emergency resupply costs 2 crowns per wain. The rate of emergency resupply resets each season so the mithril and weirwood spent in a subsequent season is not affected by earlier actions.&lt;br /&gt;
&lt;br /&gt;
Following [[Responsibility for respectful silence|a decision]] of the [[Senate]], it is the responsibility of the [[Senator]] (or other agent of the Senate, such as the [[Quartermaster General of the Imperial Armies]]) to call for a moment of silence honouring the dead after any motion for emergency resupply is passed. Unless the Senate imposes additional restrictions, a [[senator]] authorised to oversee the resupply of a specific Imperial army can do so freely for a year following the passage of the motion.&lt;br /&gt;
&lt;br /&gt;
{{War Further Reading}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navy&amp;diff=133763</id>
		<title>Navy</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navy&amp;diff=133763"/>
		<updated>2026-01-28T15:35:22Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Until recent years, the Empire had not had an Imperial navy since the days of [[Emperor Barabbas]]. &lt;br /&gt;
&lt;br /&gt;
A navy represents a large force of warships, capable of acting independently. They are able to venture to sea, but they cannot cross open oceans due to the difficulty of keeping a navy together while out of sight of the coast. A navy is harder to maintain than an army - while a platoon of new recruits can swell the numbers of a damaged military force on land, repairing and replacing damaged ships requires more specialist facilities.&lt;br /&gt;
&lt;br /&gt;
Navies can fight at sea, but they can also transport an [[Army|Imperial army]], or support land engagements in a limited way. A navy must be [[Army#Maximum_numbers_of_Imperial_Armies|supported]] in the same way as an Imperial army and counts towards the maximum number of armies that a given nation can maintain.&lt;br /&gt;
&lt;br /&gt;
As with soldiers in an Imperial army, sailors who are part of an Imperial navy are fed and billeted by the civil service but are not paid in coin. These volunteers have signed up for two years Imperial service - they are trained and equipped and then assigned to an Imperial navy. If they choose to leave the navy at the end of that period they receive payment in land from the Empire (equivalent to a level one farm).&lt;br /&gt;
&lt;br /&gt;
Each Imperial navy is commanded by an [[General#Admiral|admiral]]. While admirals are chosen by [[Senator|Senators]], once appointed the admiral has sole authority to [[Navy_orders|order]] the navy to move or attack as they choose.&lt;br /&gt;
&lt;br /&gt;
==Navy Size==&lt;br /&gt;
To allow players to make sensible and meaningful comments about the capability of their armies, each navy has a fighting strength (usually 5000). This number represents the effective fighting force of the navy in terms of both ships and combat-capable personnel - equivalent to 5000 troops. The civil service uses complex day magic to quantify the effective fighting force of both armies and navies, providing this IC information to the Imperial admiral who commands the navy. This is an assessment of the impact the navy will have during an engagement; it takes into account warships, deck-mounted weapons and other equipment, marines, battle-trained sailors, and the ease with which the ships communicate with each other. The civil service only provide their assessment of the fighting strength of a navy to the admiral who controls it.&lt;br /&gt;
&lt;br /&gt;
Barbarian navies are usually larger than Imperial navies, but tend to lack cohesive communications or command structures meaning that in practice their fighting strength is usually similar. &lt;br /&gt;
&lt;br /&gt;
As a navy takes [[casualties]] its fighting strength drops. A navy whose fighting strength falls below 1,000 is destroyed as the remaining vessels sink with all lives lost.&lt;br /&gt;
&lt;br /&gt;
==Special Quality==&lt;br /&gt;
At present the Empire can only raise navies with the potential to have large hulls; which allows them to transport increased numbers of soldiers. The [[Construct_Zemress_Naval_Academy|School of Brass and Blood]] in [[Madruga]] undertook the research into how other nations have built and equipped their ships following a vote of Freeborn fleet owners at the Autumn Equinox 384YE. The Empire remains lacking the centuries of knowledge enjoyed by the shipwrights of the [[Grendel]], the [[Asavean Archipelago|Asaveans]], and the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
===Large Hulls===&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;transport them all&#039;&#039; order&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;get everyone home&#039;&#039; order&#039;&#039;&#039;&lt;br /&gt;
A navy with large hulls is able to transport many more soldiers than a regular armada. This is not simply a quality of the size of the vessels - transporting an army involves moving a vast amount of food, weapons and armour all of which must be carefully ballasted to ensure that the vessels remain seaworthy and do not risk capsizing. A navy carrying two armies is restricted in battle, because the ballast and rigging make it far less manoeuvrable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Transport Them All&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can transport up to two armies in a single season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this navy are decreased by a tenth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise identical to the Shore Offensive order&#039;&#039;&#039;&lt;br /&gt;
An admiral who instructs their ships to &#039;&#039;transport them all&#039;&#039; can carry two armies for the season. All the ships in the navy will be heavily laden making them less manoeuvrable when attacking other ships, meaning they inflict a tenth fewer casualties than normal. This order is otherwise identical to the [[Navy_orders#Shore_Offensive|shore offensive]] order.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Get Everyone Home&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can transport up to two armies in a single season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise identical to the Defend the Coast order.&#039;&#039;&#039;&lt;br /&gt;
An admiral who instructs their ships to &#039;&#039;get everyone home&#039;&#039; is able to carry two armies for the season. The navy will set sail for a friendly port so that the armies onboard can be unloaded safely and quickly when they reach their destination. This order is otherwise identical to the [[Navy_orders#Defend_the_Coast|defend the coast]] order.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Swift Sails===&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;ride the winds&#039;&#039; order&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;run for home&#039;&#039; order&#039;&#039;&#039;&lt;br /&gt;
A navy with swift sails is built for speed, allowing it to put on sail to make extra speed at the cost of risking damage to shipping. It builds on techniques witnessed by the Grendel warships, some of which are designed to achieve speed at all costs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Ride the Winds&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Can move up to five territories. It must still stop moving when intercepted by an opposing navy.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this navy are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise identical to the Naval Engagement order&#039;&#039;&#039;&lt;br /&gt;
An admiral who orders the navy to ride the winds can move swiftly - but is at risk of damage to masts and vessels as they push the ships to make best speed. The navy will sail as quickly as they can towards the destination and deploy for naval engagement once they arrive.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Run for Home&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Can move up to five territories. It must still stop moving when intercepted by an opposing navy.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Otherwise identical to the Put to Port order&#039;&#039;&#039;&lt;br /&gt;
An admiral who orders the navy to run for home gives instructions for all vessels to race back to port. The navy will turn to head back to port, putting on as much sail as possible to reach safety.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Senate Commissions==&lt;br /&gt;
The [[Senate]] can pass a [[Senate motion|motion]] to [[commission]] a new Imperial navy, or to resupply an existing navy.&lt;br /&gt;
&lt;br /&gt;
===Costs===&lt;br /&gt;
* Materials: 200 wains of [[weirwood]] and 75 thrones&lt;br /&gt;
* Time: 1 year to construct&lt;br /&gt;
* Upkeep: 50 thrones per season.&lt;br /&gt;
&lt;br /&gt;
===Recruitment===&lt;br /&gt;
All Imperial navies must use recruits drawn from a single nation. Each nation can only physically support a [[Commission#Maximum_numbers_of_Imperial_Forces|limited number of forces]] at one time; this number cannot be exceeded.&lt;br /&gt;
&lt;br /&gt;
A navy can only be constructed in a region with the &#039;&#039;Coastal&#039;&#039; quality that contains a [[shipyard]]. It is worth noting that the shipyard does &#039;&#039;not&#039;&#039; have to be in a territory from the same nation as the navy is raised from.&lt;br /&gt;
&lt;br /&gt;
When the navy is complete a new [[Imperial title]] of [[General#Admiral|admiral]] is created in the [[Military Council]]. Appointment follows the normal constitutional process (admirals are selected by the senators of the nation) and re-appointed each year after that.&lt;br /&gt;
&lt;br /&gt;
A newly created Imperial navy is at its maximum strength of 5,000. It begins play docked in the territory where it was raised.&lt;br /&gt;
&lt;br /&gt;
===Resupply===&lt;br /&gt;
The strength of an Imperial navy declines as it suffers casualties. While a navy can slowly resupply and reinforce itself over time, the Senate can pass a motion to further resupply a navy using weirwood.&lt;br /&gt;
&lt;br /&gt;
The navy to be resupplied must be in a friendly territory with a &#039;&#039;Coastal&#039;&#039; region, and may not be engaged with any enemies. A navy cannot resupply in a territory in which there is an ongoing damage effect such as [[Foam and Spittle of the Furious Sea]]. &lt;br /&gt;
&lt;br /&gt;
Emergency resupply requires an appropriately worded Senate motion (or a title using a power devolved from the Senate). The costs are the same as for emergency resupply for armies; details can be found [[Casualties#Emergency_Resupply|here]].&lt;br /&gt;
&lt;br /&gt;
===Enlargement===&lt;br /&gt;
The Senate can contribute resources to increase the strength of an existing navy, making it [[Army#Large armies|large]]. It takes three seasons and costs 50 wains of weirwood and 150 crowns each season until complete (for a total cost of 150 wains of weirwood and 450 crowns). The navy can continue to operate, sailing and fighting as normal, while it is upgraded. The additional fighting strength is added to the navy when the enlargement is complete.&lt;br /&gt;
&lt;br /&gt;
==Upkeep==&lt;br /&gt;
Although the sailors and marines in an Imperial navy are not paid for their service, a navy still costs a huge amount of money to operate. Each Imperial navy costs 50 thrones per season, paid for from the [[Senate]] budget. A large navy costs 75 thrones per season.&lt;br /&gt;
&lt;br /&gt;
==Fleets==&lt;br /&gt;
Some wealthy or powerful citizens maintain their own independent [[fleet]] of vessels. These units can be attached to a navy to increase its effective fighting strength. This is done by the orders of the fleet&#039;s commander (submitted using the personal resource downtime system).&lt;br /&gt;
&lt;br /&gt;
The experienced and capable vessels in a starting fleet provide an advantage out of proportion to their numbers, adding the equivalent of 100 strength to the navy they support.&lt;br /&gt;
{{#lst:Archive:All_Commissions|navies}}&lt;br /&gt;
The first Imperial navies were constructed during the time of  [[Emperor Barabbas]]. During his reign, the Empire raised three Imperial navies; the [[Highguard|Highborn]] &#039;&#039;&#039;Basilisk Arisen&#039;&#039;&#039;, the [[The Brass Coast|Freeborn]] &#039;&#039;&#039;Golden Fleet&#039;&#039;&#039; and [[the League|League]] &#039;&#039;&#039;Hullbreakers&#039;&#039;&#039;. All three were lost during the disastrous attempt to invade the [[Grendel]] territories, during which the Emperor himself perished.&lt;br /&gt;
&lt;br /&gt;
In 379YE, [[the Brass Coast]] constructed the [[The_Brass_Coast_military_concerns#The_Freeborn_Storm_.28Destroyed.29|Freeborn Storm]], the first navy since the loss of the Barabbine Armada. It was in turn [[381YE_Winter_Solstice_winds_of_war#To_Fool_The_Crowd|destroyed]] by the Grendel shortly before the Winter Solstice 381YE.&lt;br /&gt;
&lt;br /&gt;
{{Military Council Further Reading}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Rules]][[Category: Senate]][[Category: Military Council]][[Category:Commission]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Casualties&amp;diff=133762</id>
		<title>Casualties</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Casualties&amp;diff=133762"/>
		<updated>2026-01-28T15:32:34Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Emergency Resupply */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Lukas.jpg|align=left|title=Casualties represent fatalities, permanent damage to equipment and lost resources.|caption=The dead, the maimed, the walking wounded.|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Both sides involved in a campaign take casualties. This is represented by a reduction in their effective fighting strength.&lt;br /&gt;
&lt;br /&gt;
Casualties represent fatalities, permanent damage to equipment and lost resources. Thanks to easy availability of magical, herbal and surgical healing, injured soldiers are generally restored to full fighting fitness within a short period of time, and are not counted as casualties.&lt;br /&gt;
&lt;br /&gt;
==Calculating casualties==&lt;br /&gt;
Each side in a campaign normally inflicts casualties on the other side equal to one tenth of its fighting strength. The casualties are split among all the forces present in the territory based on [[War#Issuing_Orders|the orders submitted]] by the commanders on both sides and the outcome of the campaign. The actions of player characters during time-in, particularly the outcome of skirmishes and battles, may also have an effect if that was part of the in-character brief. However the armies and navies of a side are assumed to stand and fight together, it is not possible to single out an enemy army.&lt;br /&gt;
&lt;br /&gt;
A force that falls below 1,000 strength is disbanded. An army is routed, or annihilated, a navy is sunk. It is effectively destroyed and ceases to exist as a significant force although individual soldiers or vessels may survive. A large army disbands if its fighting strength falls below 1,500.&lt;br /&gt;
&lt;br /&gt;
E.g. There are three full strength Dawnish armies fighting in [[the Barrens]]. They have a total fighting strength of 15,000 so they will inflict 1500 casualties on the opposing forces. The precise number of casualties may be adjusted due to the orders submitted and any appropriate rituals in place as well as any [[battles]] that have taken place.&lt;br /&gt;
&lt;br /&gt;
The casualties are split equally between the enemy forces present and then the casualties each force incurs is adjusted based on the order submitted for that army or navy. If an army is completely destroyed (reduced to 0) then any excess casualties are split between the remaining defenders.&lt;br /&gt;
&lt;br /&gt;
==Natural Resupply==&lt;br /&gt;
* &#039;&#039;&#039;Must be in an Imperial territory, on defensive orders, with no opposing forces present during the season&#039;&#039;&#039;&lt;br /&gt;
Resupply represents new equipment and materials, and new recruits to replace the dead. If an Imperial force spends the entire season in a territory controlled by its allies with no opposing forces there during the season then it automatically recovers 500 strength (750 for a large army or navy).&lt;br /&gt;
&lt;br /&gt;
In order to benefit from natural resupply, the general must issue a [[Army_orders#Defending|defending]] order to their army. it is not possible to gain the benefits of natural resupply while taking an [[Army_orders#Attacking|attacking]] order to capture territory even if there are no opposing forces present.&lt;br /&gt;
&lt;br /&gt;
No natural resupply takes place if there is an enemy force defending or attacking any part of the territory. Forces leaving the territory at the start of the campaigning season do not count, but forces that enter the territory that season do.&lt;br /&gt;
&lt;br /&gt;
Armies cannot resupply in a territory in which there is an ongoing damage effect such as [[Thunderous Tread of the Trees]] or [[Mountain Remembers Its Youth]]. This does not stop an army that has taken damage while moving through a territory from resupplying as long as they end their movement in a territory where no such effects are in place.&lt;br /&gt;
&lt;br /&gt;
A force cannot be resupplied above its maximum fighting strength normally 5,000 (7,500 for a [[Army#large|large]] force), and cannot benefit from natural resupply if the nation has more armies and navies [[Commission#Insufficient_Supply|than it can support]].&lt;br /&gt;
&lt;br /&gt;
==Emergency Resupply==&lt;br /&gt;
* &#039;&#039;&#039;Can be used anywhere provided the force is not engaged in a campaign that season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Requires mithril or weirwood and 2 crowns per wain&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:400px; float: right; margin-bottom: 10px; margin-left: 15px;&amp;quot;&amp;gt;&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Wains Spent&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Benefits&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 points/wain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;21-40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 points/wain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;41-60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 points/wain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;61-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 points/wain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;81-100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 points/wain&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;
The [[Senate]] may pass a motion to authorise the use of mithril or weirwood to speed up the resupply of an Imperial army or navy. In the case of an army, these materials represent weapons and armour as well as tents, wagons, siege equipment and other supplies. For a navy they include repairs to existing warships as well as new vessels, shipboard weapons, food and materials for the ships and their crews, and other supplies. This represents a concerted effort by the Empire to bring the target force back up to full strength. Emergency resupply, like natural resupply, takes a season to complete.&lt;br /&gt;
&lt;br /&gt;
Emergency resupply can be used with any force that is not engaged in a campaign that season. If the force takes part in a campaign - either attacking, being attacked or being part of a larger force that attacks, then any attempt to use emergency resupply fails.&lt;br /&gt;
&lt;br /&gt;
When a motion of emergency resupply passes, any imperial citizen may contribute resources and money towards the resupply of that army before the start of the next summit.  A citizen who provides wains to resupply an army must also provide the appropriate amount of money at the same time.&lt;br /&gt;
&lt;br /&gt;
In a single season, the first 20 wains of mithril &#039;&#039;&#039;or&#039;&#039;&#039; weirwood restore 25 army strength for each wain allocated. The next 20 wains provide an additional 20 army strength each, and so on up to a maximum of 100 wains in a single season. In addition to materials, emergency resupply costs 2 crowns per wain. The rate of emergency resupply resets each season so the mithril and weirwood spent in a subsequent season is not affected by earlier actions.&lt;br /&gt;
&lt;br /&gt;
Following [[Responsibility for respectful silence|a decision]] of the [[Senate]], it is the responsibility of the [[Senator]] (or other agent of the Senate, such as the [[Quartermaster General of the Imperial Armies]]) to call for a moment of silence honouring the dead after any motion for emergency resupply is passed. Unless the Senate imposes additional restrictions, a [[senator]] authorised to oversee the resupply of a specific Imperial army can do so freely for a year following the passage of the motion.&lt;br /&gt;
&lt;br /&gt;
{{War Further Reading}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Outside_the_wall&amp;diff=133718</id>
		<title>Outside the wall</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Outside_the_wall&amp;diff=133718"/>
		<updated>2026-01-27T12:52:18Z</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:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;A young man was waiting when Makaria arrived at the warehouse. Anticipation, fear, hope, and anxiety warred across his face, and his shoulders were slumped. His clothes were patched, as were his boots, and his cloak wearing through in places. He brightened as he saw her approaching. She eyed him suspiciously. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Can I help you, nephew?&amp;quot; She said, guardedly, stifling a yawn. Last night&#039;s celebrations had continued into the small hours and she had not felt she could retire while people were still enjoying themselves. One mug of honeyed coffee was not enough to shake all the cobwebs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hope so, grandmother.&amp;quot; The man game her a nervous smile. &amp;quot;If you are Mistress Makaria Illavic Makarina...?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She inclined her head slightly. She brushed her shawl with one hand, drawing attention to the artfully shaped chips of tempest jade woven into the beautifully dyed lambswool glinted and glittered in the morning sun. The bloodgold and moonsilver bangles at her wrist gleamed. He nodded to himself as if she was only confirming something he already knew. The words came out in a rush.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Please, grandmother, you are my last hope. I am Vasily Vasilovitch and... they told me that you are in need to hard workers who know how to chop a tree. I &#039;&#039;am&#039;&#039; a hard worker, &#039;&#039;and&#039;&#039; I have my own axes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was a fine woodcutter&#039;s axe over his shoulder, and at his hip, two lithe handaxes. With an expert eye, Makaria judged that all three had seen several more winters than the strapping fellow carrying them. There was still something about his manner, an air of desperation that spoke of something more than just a youth down on his luck. Also, his accent marked him out as having been raised somewhere other than Karov. Miekarova, or perhaps western Volodmartz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are not from Delev,&amp;quot; she said bluntly. His nervous smile flashed back up. She noted he was hunching himself forward slightly, obviously trying to reduce his height so he did not intimidate her. &amp;quot;And stand up straight,&amp;quot; she snapped waspishly. &amp;quot;Only beggars and brigands slouch.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vasily immediately did as he was told. Makaria appreciated young people who could follow instructions quickly and without question.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are from Miechernya,&amp;quot; he said almost apologetically. &amp;quot;We moved to Olvanshka after the concedence, and then the &#039;&#039;scions&#039;&#039; came and we were forced to flee south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That was some months ago,&amp;quot; said Makaria, narrowing here eyes. She had not missed the use of the word &#039;&#039;we&#039;&#039;. &amp;quot;Why do you need a job so suddenly that you are bothering me this early in the day?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He shrugged helplessly, and for a moment she thought this towering youth might burst into tears but he steadied himself. &amp;quot;There were savings,&amp;quot; he said. &amp;quot;And family who were kinder than we deserved, but then poppa had to leave during the winter, and mother needs medicines that are not easily bought with gratitude, and so...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So you need a job that pays something.&amp;quot; She made a sour face, calculating in her head how charitable she could afford to be. &amp;quot;Your axes are fine but can you use them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To chop more than just wood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes.&amp;quot; His face darkened slightly at some memory, still recent and raw, but she did not ask for details.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then I may have some use for you. I am sending a caravan to Orieb. There is talk of trudnik, and worse, and the roads have been... unreliable. You will be fed, and paid two crowns when you reach the swamps. Come back, and there will be another two waiting for you here and we will talk about whether I can offer you a more permanent position. That is the best that I can do at the moment. We all are feeling the pinch from the winter.&amp;quot; And not just the Winter. The smiling merchants of Temeschwar were always there in the background, drawing the best deals out of Varushka and into the League, curse them.&lt;br /&gt;
&lt;br /&gt;
The youth thanked her effusively, but he did not move out of the way. He shifted apologetically from one foot to the other.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Grandmother there is... I... have a brother...&amp;quot; he said and glanced back along the street. Another young man stood there, trying to lean nonchalantly against the wall of the smithy. She could see even from this distance that his cheeks were smooth and he had the gangly limbs of someone barely old enough to be carrying the axe bound to his back. He was dressed just as shabbily as his brother, but his clothes looked like they were at least a size too big for his slender frame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course you do.&amp;quot; She absently ran her fingers through the golden bees that hung from the edges of her shawl and silently admonished the Little Mother for testing her so when she had still not entirely woken up. She considered changing her mind, but only for a moment. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You had better call him over,&amp;quot; she said sternly. &amp;quot;And he had better be a hard worker as well, I have no use for slouchers and if the caravan master thinks either of you are not pulling your weight you had best believe she will leave you behind by the side of the road!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vasiliy&#039;s face lit up with gratitude, but Makaria&#039;s scowl did not shift. Ah well. Two axes were better than one, she mused, and it was always good to invest in the young. Especially when they were desperate enough.&amp;lt;/ic&amp;gt;  &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Lone Pollinator.jpg|align=left|caption=For Varushkans, bees are a near universal symbol of prosperity, and the security that comes with it.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
During the Winter Solstice, the [[Senate]] commissioned [[Appraisal#Naomi_of_Virtue&#039;s_Rest|Naomi of Virtue&#039;s Rest]] to undertake an [[appraisal]] into how the displaced people of [[Varushka]] might be encouraged to the city of [[Karov#Delev|Delev]], to build up their prosperity, and to ensure their safety within the nation.&lt;br /&gt;
&lt;br /&gt;
The [[Highguard|Highborn]] prognosticator is the youngest of the lead scholars in the [[Appraisal#The_Prognosticators_Office|office]] and looks, where possible, to find the most diplomatic possible solution. As well as several long meetings with representatives of the vales, and folk from [[Dawn]], [[the League]], and nations even further afield, Naomi also met with several [[Thule]] merchants. The latter, unfortunately, were reticent to commit to too much with the looming renegotiation of the peace treaty that has secured their trade with Varushka for the last five years. She also met with several prominent factions within the town itself including the [[Varushka groups#Karov Mercers&#039; Compact|Karov Mercer&#039;s Compact]] who are always eager to find ways to build Delev up so that it might rival the cities of the League, and the canny [[Varushka groups#Hearth and Honey Tea Shoppe|Hearth and Honey Tea Shoppe]] who speaks for a number of groups concerned about the loss of bees from Duzekani.&lt;br /&gt;
&lt;br /&gt;
==Assessing the Situation==&lt;br /&gt;
* &#039;&#039;&#039;There are currently only a comparatively small number of displaced Varushkan citizens in Varushka&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Most were unhomed due to the attacks of Cold Sun and many have already sought the safety of Delev&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Hearth &amp;amp; Honey.png|align=right|caption=Hearth and Honey|width=175}}&lt;br /&gt;
{{CaptionedImage|file=Karov Mercers Compact.png|align=right|caption=Karov Mercers Compact|width=175}}&lt;br /&gt;
The ceding of [[Karsk#Krevsaty|Krevasaty]] seven years ago at the [[Accept_Thule_peace_treaty|end of the war with the Thule]], and the more recent concedence of [[Miekarova#Miechernya|Miechernya]] as part of the agreement to [[Ratify_treaty_with_Thule_Winter_383YE|secure the aid]] of [[Otkodov]] against the [[Jotun]], saw a number of Varushkan citizens forced to choose between migrating south or remaining as subjects of the Dragons. Most chose to either establish new vales, or joined family in existing settlements. These folk are now well established in their new homes, and unlikely to seek to start new lives in Delev. &lt;br /&gt;
&lt;br /&gt;
The same cannot be said however for those caught up in the recent troubles. The attacks of the &#039;&#039;scions&#039;&#039; of [[Cold Sun]] in Karov and [[Volodmartz]] saw many more people unhomed as the heralds of the [[Realm#Day|Day realm]] destroyed several settlements. In most cases the Varushkans whose vales were destroyed by the Blade of Skies and the Shepherds of Ash can&#039;t return to them - the sites where their vales once stood are ruined. In Karov in particular, these people are &#039;&#039;already&#039;&#039; in Delev having sought safety there as the servants of &#039;&#039;Oblivion&#039;&#039; ravaged the southern regions. &lt;br /&gt;
&lt;br /&gt;
Then, with the glass barely cooled from the invasion of Cold Sun, the unliving servants of the &#039;&#039;Schlacta of Rot&#039;&#039; began to threaten settlements and travellers all across southern Karov. The &#039;&#039;Schlacta&#039;&#039; has been dealt with, but there are still people who were forced to flee the depredations of the dead, or who no longer feel safe in more isolated settlements of [[Karov#Kamienczka|Kamienczka]] and [[Karov#Skoremujac|Skoremujac]]. These people welcome new homes, especially ones that can be established in well defended places - there are still remnants of Cold Sun&#039;s forces in southern Karov as well as the [[Varushkan_Monster#Wolves|wolves]] of the Army of Rot - on top of the more familiar monsters who have become noticeably bolder of late.&lt;br /&gt;
{{SOP|statement=Our walls grow high! The fires of our forges burn hot! The looms drum out a rhythm of industry! Delev is open for business for traders across the Empire and beyond. Invest, grow, thrive, and share in our prosperity.|by=Anatoly Vassian Tatischev|vote=Upheld 186-0|when=Summer Solstice 386YE}}&lt;br /&gt;
Naomi does speak to some citizens of Karov who mutter darkly about what the future may bring. The peace treaty with Otkodov has in many ways proved lucrative for Varushka but it has come at a price. Regions of Miekarova and Karsk have been ceded. Two more are claimed by the Thule in [[Ossium]], and while they were never part of Varushka it still chafes. The treaty expires this year, and will likely need to be renegotiated. Will Varushka be forced to purchase peace at the cost of leaving more of its people with no choice but to try and build new homes further south? Will Delev be ready to accept these people if it comes to that?&lt;br /&gt;
&lt;br /&gt;
There is also the matter of the bees, something that worries many of the more virtuous citizens of [[Karov#Duzekani|Duzekani]]. When Cold Sun attacked, the bees deserted the region &#039;&#039;en masse&#039;&#039; and have still not returned. For a nation that places a great deal of stock in both the [[Varushka_religious_beliefs#The_Virtuous_Animals|symbolic]] nature of bees, as well as more grounded economic value of their wax and honey, this is a matter of growing concern. Another year where all honey has to be imported from elsewhere does not bear thinking about, folk tell Naomi, although what she can do to help with that is not clear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Temeschwar and Varushka, Mary Quill, 368YE&amp;quot;&amp;gt;Not all relations with Varushka are good, however. There is still some bad blood between those of old Varushkan stock in Temeschwar and the citizens of Delev in Karov. When Temeschwar joined the Empire it attempted to prove that it had legitimate ownership of the Eternal Shafts of Time, a rich mithril mine on the border between the two territories. There are still plays and theatrical adaptations that revolve around the underhand, ruthless way the boyar of Delev &amp;quot;stole&amp;quot; the mine from under the noses of the Temeschwari, and relations between some Delev traders and some citizens of Temeschwar are chilly to this day - especially in the rare cases where there is some distant blood connection between the two.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Delev and Temeschwar==&lt;br /&gt;
* &#039;&#039;&#039;Delev is a large town in south-western Karov that serves as a wealthy trade hub&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The town sits in the shadow of the larger, more prosperous League city of Temeschwar to the west&#039;&#039;&#039;&lt;br /&gt;
There has only ever really been one major city in Varushka - and [[Temeschwar]] left its family to join [[the League]] during the foundation of the Empire. A good deal of trade flows to the south-west, with Temeschwari markets and the prominence of the [[Custodian of the Assayer&#039;s Guild|Assayer&#039;s Guild]] meaning many Varushkan miners would rather deal with the League than with their fellows in Delev. &lt;br /&gt;
&lt;br /&gt;
A hub for the many smaller vales dotted around southern Varushka, Delev is the oldest and proudest of the vales that guard the road from [[the Semmerlak]] to [[Miaren#Seren|Seren]] and the south. It is the foremost trading town in Karov, which suits it well, but many still chafe at living in the shadow of the great city to the south-west. There is still some bad blood between the citizens of Delev and those of Varushkan descent in Temeschwar; when the city suffered its recent plague of rats there was a certain degree of &#039;&#039;schadenfreude&#039;&#039; among the citizens of southern Karov. One particular bone of contention remains the [[#The Eternal Shafts of Time|Eternal Shafts of Time]], which the Temeschwari attempted to &amp;quot;take with them&amp;quot; when they seceded. Several Karov families keep alive tales of treachery, ingratitude, and attempted theft. &lt;br /&gt;
&lt;br /&gt;
As a town which aspires to match Temeschwar, it is certainly prosperous. The offices of the [[Overseer of the Westward Road]] are found here, dedicated to coordinating trade between western Varushka and the [[Northern trade network]]. The [[Bargainer_of_the_Iron_Tower#Iron_Roundtower|Iron Roundtower]] stands on the road to the south-west, not far from the [[Eternal Shafts of Time]]. The [[Construct_Great_Hall_of_Fabric_Arts|Great Hall of Fabric Arts]] is being built here, a celebration of Varushkan [[Prosperity]]. &lt;br /&gt;
&lt;br /&gt;
Delev was also the site of a [[Eclipse#Blade of Skies|climactic battle]] between the &#039;&#039;scions&#039;&#039; of [[Cold Sun]] and Imperial armies. The &#039;&#039;Battle of the Weirwater Gate&#039;&#039; saw the Blade of Skies army disband explosively, in a blast of force that might have claimed the whole town had Imperial soldiers not been able to keep the heralds from overrunning the defences. Shortly after, work began on [[#The Little Boyar&#039;s Welcome|the Little Boyar&#039;s Welcome]] - a [[fortification]] that will defend Delev from future threats. &lt;br /&gt;
&lt;br /&gt;
The town stands on the verge of achieving a transformation into something more. It will be some time before it achieves the size or prosperity of Temeschwar... but Naomi believes there is a road to that future if the Varushkans wish to tread it.&lt;br /&gt;
&lt;br /&gt;
==A Welcoming Hearth==&lt;br /&gt;
* &#039;&#039;&#039;Delev is already fortified, but Naomi proposes that the walls be improved&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Employing Varushkan warding wisdom would make the fortification especially effective when dealing with unnatural forces&#039;&#039;&#039;&lt;br /&gt;
Built after the &#039;&#039;Battle of the Weirwater Gate&#039;&#039;, the [[Karov#The_Little_Boyar&#039;s_Welcome|Little Boyar&#039;s Welcome]] protects Delev with sturdy stone walls constructed by skilled Varushkan stonemasons. A team of inspired crafters adorned the outer wall of the fortifications with a sprawling mural, inlaid with [[iridescent gloaming]], that depicts the Little Boyar herself, and also serves as a monument to the armies that fought to protect Delev from Cold Sun - the [[Iron Helms]], the [[Northern Eagle]], and even the [[Quiet Step]]. The salvaged ruins of the &#039;&#039;Weirwater Gate&#039;&#039; itself were incorporated into the fortification, serving as a stark warning to anyone who enters of the devastation endured and the lives lost. &lt;br /&gt;
&lt;br /&gt;
According to Naomi, the citizens of Delev and the surrounding area see the new walls not only as a way to provide protection against the dark forces of Varushka, but also as a promise of prosperity to come. They do not, however, provide much opportunity for growth. The prognosticator brought several advisors with her, and spoke extensively to not only Varushkan citizens but those farther afield - especially people from the [[The greatest city in the world|greatest city in the League]], [[Holberg]], which many see as an exemplar of what a true city should be. She proposes that one way to secure Delev&#039;s prosperity, and make it a beacon for Varushkans prepared to embrace city living, would be to reinforce the walls further, creating a second set of walls that would provide sufficient space of Delev to grow, and build up the current walls at the same time. If Delev has aspirations to challenge Temeschwar it could do worse than match the splendour of the northern League city&#039;s own defences.&lt;br /&gt;
&lt;br /&gt;
At the same time, though, Naomi stresses that the concern of many of the people of Delev is &#039;&#039;for&#039;&#039; Delev. Several of the community leaders are keen to see the existing fortification warded.&lt;br /&gt;
&lt;br /&gt;
===Walls Against Wickedness===&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;Ward Delev&#039;s Defences&#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; Fortification&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; Delev, Duzekani, Karov&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 mithril and 60 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; 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;Upkeep:&#039;&#039;&#039; 10 thrones (Unchanged)&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;
* Wards the walls of Delev against the threats of dark powers in Varushka&lt;br /&gt;
* Increases the taxation of Karov by 6 thrones a season&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;
* &#039;&#039;&#039;Strengthening the defences of Delev would make Delev a symbol of security and safety&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will cost 20 wains of mithril and 60 crowns, and the work will take a season to complete&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The fortification would provide significant protection to Duzekani, and help to protect the whole of Karov&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The initial burst of prosperity would increase the taxable income of Karov, helping defray the upkeep&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would cement Delev as a rival to Temeschwar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A major work to enhance the wards on the &#039;&#039;Little Boyar&#039;s Welcome&#039;&#039; would help to protect the people of Delev against wolves, heralds, as well as invading barbarians. It would make the settlement a beacon of safety in Varushka. It would be an obvious place for those whose vales had been destroyed or otherwise lost to flee to - and not just those from Karov. The Little Boyar&#039;s Welcome already exists, what is needed now is a smaller piece of work to place mithril wards on the walls.&lt;br /&gt;
&lt;br /&gt;
Naomi calculates it will require 20 wains of mithril, cost 60 crowns, and take three months. If the Little Boyar&#039;s Welcome is warded, it will cement Delev as a beacon of protection. Those with nowhere else to go, especially those whose homes were destroyed by the forces of &#039;&#039;[[Cold Sun|Oblivion]]&#039;&#039;, will move there and establish homes and businesses. This will add 6 Thrones each season to the taxation provided by Duzekani to the [[Imperial treasury]], which will go some way to offsetting the upkeep needed to maintain the fortification.&lt;br /&gt;
&lt;br /&gt;
Nobody would be able to deny the prosperity of Delev, and it could soon rival the prominence and wealth of Temeschwar. Over the next few years Delev would grow in size and prominent, allowing it to quickly become a small city on par with [[Mitwold#Meade|Meade]] or even [[Hahnmark#Kalpaheim|Kalpaheim]]. It would protect the nearby [[Bargainer of the Iron Tower#The_Iron_Roundtower|Iron Roundtower]], and the other significant structures in the region of Duzekani.&lt;br /&gt;
&lt;br /&gt;
==A Great Market==&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;Great Market at Delev&#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; Great Work&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; Delev, Duzekani, Karov&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, 150 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; 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;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Raises the level of investment in businesses in Karov by one&lt;br /&gt;
* Allows citizens to take a business in Karov for free for one year after completion&lt;br /&gt;
* Adds an additional purchase rank to the [[Bargainer of the Iron Tower|Iron Tower]], [[Harbourmaster of the Semmerlak|Korotny Docks]] and the [[Overseer of the Westward Road|Delev Market]]&lt;br /&gt;
* Increases taxation of Karov by an additional 4 thrones a season if the Little Boyar&#039;s Welcome is also upgraded&lt;br /&gt;
* Would allow Senate to use a motion to permit the Boyar of the Iron Roads to create a sinecure instead of a ministry each season without using a Senate commission &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;
* &#039;&#039;&#039;Delev Market could be expanded to make the place a true centre of trade and commerce to rival Temeschwar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Completing the expansion of the market would require 50 wains of white granite, 150 crowns, and take three months&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would increase investment in businesses in Karov by one rank, adding 36 rings each season to their production&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Little Boyar&#039;s Welcome were warded, the market would &#039;&#039;also&#039;&#039; improve taxation from the territory by 4 thrones&#039;&#039;&#039;&lt;br /&gt;
Delev, like Temeschwar before it, is a town whose prosperity is based on trade. Thanks to the [[Northern trade network]], merchants from as far afield as [[Wintermark]] and [[Urizen]] make the long trek to Varushka. It&#039;s also common to see a [[Thule]] merchant here these days, trading crystal mana with Varushkan miners and farmers.&lt;br /&gt;
&lt;br /&gt;
While [[Overseer of the Westward Road|Delev market]] is effective, speaking to the merchants not only in the town itself but farther afield underlines the potential for building something larger here. Indeed, with the [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_Blood_Red_Roads|changes]] to the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] recently made by the Imperial Senate there is a potential loss of trade to Delev that may see fewer merchants coming to the settlement.&lt;br /&gt;
&lt;br /&gt;
Naomi presents plans for a &#039;&#039;Great Market at Delev&#039;&#039; that will secure trade between other nations and south-western Varushka. It is a straightforward [[great work]] that will add 36 rings each season to the production of every [[business]] in the territory. Furthermore, any Varushkan would be able to move to Karov and take a [[business]] resource for the next year without the usual 2 crown costs, and until the end of 387YE any business in Karov could be [[Business#Upgrades|upgraded]] for one fewer wains of [[white granite]] than usual. &lt;br /&gt;
&lt;br /&gt;
The Great Market will provide additional trade opportunities for the [[Bargainer of the Iron Tower]], and the [[Overseer of the Westward Road]] to trade. It will also provide options for [[Harbourmaster of the Semmerlak]] as prosperity spreads. This will add an additional rank to each of the main ministries overseen by these titles.&lt;br /&gt;
&lt;br /&gt;
If the Little Boyar&#039;s Welcome is also expanded as mentioned above, however, and Delev becomes a beacon of security, this will attract more settlers displaced by recent events, or who might be displaced in the future. The growth in prosperity will see further gains for the Imperial treasury, increasing taxation by an additional 4 Thrones each season.&lt;br /&gt;
&lt;br /&gt;
Finally, it will also expand the influence of the [[Boyar_of_the_Iron_Roads#Commission|Boyar of the Iron Roads]]. At the moment the Boyar can establish new [[ministry|ministries]] in Varushka. If the great market were constructed and the Little Boyar was warded, there would be a call for the Boyar to further improve the prosperity of the nation through the establishment of [[sinecure|sinecures]] in territories connected by the Iron Roads. Once complete the Imperial Senate could use a senate motion to grant the Boyar of the Iron Roads the right to create a single sinecure (instead of a ministry) each season that would not count against the limited number of commissions the Senate can create&lt;br /&gt;
&lt;br /&gt;
==Golden Bee Assayers Office==&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;Golden Bee Assayer&#039;s Office&#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; Delev, Duzekani, Karov&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; 14 mithril, 42 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; 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;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates the title of Golden Bee Assayer&lt;br /&gt;
* Increases taxation from Karov by an additional 2 thrones if the Little Boyar&#039;s Welcome is also upgraded&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;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;Golden Bee Assayer&#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; Varushkan national appointment&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; Tally of the Votes&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; Gain 5 orichalcum, 5 weltsilver and 5 green iron&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; Oversee the Golden Bee Assayers Office&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;
* &#039;&#039;&#039;An assayers office built in Delev would stop Varushkan miners travelling to Temeschwar to sell their goods&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The offices would require 14 wains of mithril to produce a vault&#039;&#039;&#039;&lt;br /&gt;
One thing that rankles with the people of Delev, and indeed folk all over Varushka, is the role the [[Custodian of the Assayer&#039;s Guild|Assayer&#039;s Guild]] of Temeschwar plays in the trade of Varushkan metals to the rest of the Empire. A lot of the metal trade still passes through Temeschwar, and the folk of Delev would prefer that trade to stay in Karov. As such, a group of metal-traders from Delev, and representatives of mining groups in various parts of Varushka, send a delegation to speak with Naomi.&lt;br /&gt;
&lt;br /&gt;
They propose setting up a Varushkan assayer&#039;s office in Delev, which they have tentatively proposed be called the &#039;&#039;Golden Bee Assayer&#039;s Office&#039;&#039;. This would see Varushkan merchants and assayers dealing with Varushkan miners, and reduce the need for so many of them to trade via Temeschwar. Establishing the office would be a relatively straightforward [[ministry]] built in Delev. It would require 14 wains of mithril, and 42 crowns, and take three months to establish. The office would have a secure vault where exemplar weights and measures could be securely kept, as well as allowing for metal merchants to bank valuables there with a trustworthy staff.&lt;br /&gt;
&lt;br /&gt;
Creation of the ministry would create a title - &#039;&#039;Golden Bee Assayer&#039;&#039; - who would benefit from access to the ingots brought to the market. If the office is built and the Little Boyar&#039;s Welcome is &#039;&#039;also&#039;&#039;&#039; transformed into a citadel, this office would further fuel the growth of Delev as a city, and increase the taxation of the territory by another 2 Thrones each season.&lt;br /&gt;
{{CaptionedImage|file=Assembly_Varushkan.png|align=right|width=150}}&lt;br /&gt;
===Beginning At Home===&lt;br /&gt;
* &#039;&#039;&#039;A mandate by the Varushkan or Loyalty Assembly could encourage Varushkan miners to sell their metals in Delev rather than Temeschwar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The judgement would move the Delev Market purchase options from the Custodian of the Assayers Guild to the Golden Bee Assayers Office&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The judgement would increase taxation of Karov by 2 thrones and decrease the taxation of Temeschwar by 2 thrones&#039;&#039;&#039;&lt;br /&gt;
The rivalry between Delev and Temeschwar results in another proposal, one that arises from some discussion with priests in southern Karov. They propose that the Varushkan National Assembly or the [[Loyalty]] Assembly could use a [[mandate]] to urge the miners of Varushka to deal with Varushkan merchants and eschew Temeschwar. If that happened there would be a lot more metal going through Delev rather than flowing to Temeschwar. The Golden Bee Assayer would be perfectly positioned to take advantage of this, and it would further grow confidence in Delev and the flow of wealth through Karov (and potentially into Imperial coffers) as less metal left the nation for the League.&lt;br /&gt;
{{Mandate|assembly=Loyalty or Varushkan Assembly|mandate=Varushkans should raise each other up. We send {named priest} with 25 doses of liao to urge miners to take their metals to Delev rather than Temeschwar. Let us work together to ensure the Prosperity of Varushka.}}&lt;br /&gt;
{{CaptionedImage|file=Assembly_Loyalty.png|align=right|width=150}}&lt;br /&gt;
This would shift the entire &amp;quot;Delev Market&amp;quot; stream from the [[Custodian of the Assayer&#039;s Guild]] to the &#039;&#039;Golden Bee Assayers Office&#039;&#039; as the bounty of precious metals flowing along the Iron Roads stopped spilling out into Temeschwar and instead stopped at Delev. The statement could be issued at any time - even if work has not begun on the Golden Bee Assayers Office it would strip the Delev Market stream from Temeschwar, and resume at the Assayers Office once the ministry was completed.&lt;br /&gt;
&lt;br /&gt;
In the latter case, with fewer Varushkan miners going to Temeschwar, it would knock the taxation of that territory down by 2 Thrones each season and add it to the taxation of Karov, further increasing the territory&#039;s contribution to Imperial coffers.&lt;br /&gt;
&lt;br /&gt;
==Sweeter Honey==&lt;br /&gt;
* &#039;&#039;&#039;Oksana Lyava Pinavora and her allies offer to contribute 900 Thrones towards the purchase of the Hunt of Alderei the Fair for Varushka&#039;&#039;&#039;&lt;br /&gt;
While there is a great deal of attention on Delev, it is not the only prosperous trading town in Karov. To the east, along the shores of [[the Semmerlak]], stands the port of Korotny. One of its best known residents is &#039;&#039;Oksana Lyava Pinavora&#039;&#039;, an influential merchant-boyar with a great deal of [[Pride]] in her nation. Four years ago, she first presented the &#039;&#039;[[The_honey_offering#Proposal:_Buying_the_Hunt|honey offer]]&#039;&#039; - to provide the Imperial Senate with a lump sum of money in return for their [[Powers_of_the_Imperial_Senate#Relinquishment|relinquishment]] of the [[Hunt of Alderei the Fair]] into Varushkan hands. The offer has been reiterated several times since; there was even [[Daylight_fading#The_Honey_Offer|a suggestion]] that Varushka threaten to disband its armies if the Empire continued to leave what should be Varushkan prosperity in the hands of other nations.&lt;br /&gt;
&lt;br /&gt;
The offer still stands - and with rumours spreading like wildfire that the [[Imperial treasury]] is on the verge of collapse, and that the markets in [[weirwood]], [[mithril]], and [[white granite]] have become extremely volatile, Oksana arranges a meeting with Naomi to discuss the offer. They are no longer prepared to offer 1000 Thrones to the Imperial Senate - especially as it is a buyer&#039;s market at the moment - but rather have dropped their offer to 900 Thrones. In the most [[386YE_Winter_Solstice_Imperial_elections#Bourse_Auction|recent auction]], the Hunt of Alderei the Fair brought in less than 300 Thrones to the Imperial treasury. The year before it fetched more than 500 Thrones. If this trend continues, says Oksana, then by 388YE the Senate will have to pay 100 Thrones to get someone to take it off their hands! She is joking, of course.&lt;br /&gt;
&lt;br /&gt;
Oksana Lyava Pinavora is not only motivated by economics. She and her supporters see the Hunt of Alderei the Fair being an Imperial asset as an affront to the people of Varushka - it is where one of the great criminals of their history was brought to brook. It is something that &#039;&#039;should&#039;&#039; be in Varushkan hands, and that would be best served by Varushkan tenders who can best understand the importance of its history. Varushka is arguably the largest nation in the Empire, and one of the wealthiest. Pride and [[Ambition]] both unite to demand that the Hunt be returned to them - that the wealth of Varushka should &#039;&#039;be&#039;&#039; Varushkan. For that matter, the [[Vale of the Sunless Depths]] brought more wealth into Imperial coffers, as an Imperial seat, rather than being given into the custody of the Varushkans even though it is literally beneath a town in Ossium - one could argue that this more than justifies the request for the Hunt.&lt;br /&gt;
&lt;br /&gt;
She also mentions a story that has likewise spread across Varushka - that when &#039;&#039;&#039;Aleksandr Zoravich Novosad&#039;s&#039;&#039;&#039; proxy as senator for Karsk &#039;&#039;&#039;Desilav Sergeyevich Jesen&#039;&#039;&#039; and Karov&#039;s own &#039;&#039;&#039;Myshki Marishka Letuchaya&#039;&#039;&#039; presented the [[Senate motion|motion]] to [[Raise Third Varushkan Army|muster a new army]] they provided &#039;&#039;all&#039;&#039; the mithril and funds required in one box before the Senate even voted. Their action has proven quite inspirational, especially on top of previous calls for the Varushkans to be in control of their own prosperity.&lt;br /&gt;
&lt;br /&gt;
With that in mind Oksana urges the people of Varushka, especially the senators and merchant-boyars, to add their own funds to those offered by her and her allies. The power of relinquishment exists, and has been used. The question is not whether the Hunt of Alderei the Fair (and the Night Quarry) &#039;&#039;can&#039;&#039; be bought, it is simply a matter of &#039;&#039;how much they will cost&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=WingedMessenger.png|caption=&#039;&#039;Oksana Lyava Pinavora&#039;&#039; resides in the bustling port town of [[Karov#Malimorzi|Korotny]] in [[Karov]], should anyone wish to enter into negotiation via [[Call Winged Messenger]]. She has been clear in the past that they are &#039;&#039;only&#039;&#039; discussing the matter of relinquishment; the funds she has promised not for use in other projects.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Naomi notes that Oksana also makes mention of the fact that the two bourse resources are in regions of Varushka &amp;quot;threatened&amp;quot; by the Thule. She refuses to be drawn on this, but Naomi presumes she means the rumour that the Imperial Senate is considering buying peace with the orcs of Otkodov by trading away [[Volodmartz#Opascari|Opascari]] or [[Miekarova#Mieriada|Mieriada]] along with the Hunt and the Quarry. There seems to be an assumption by Oksana and her allies that if the Senate sells one of these Bourse resources to Varushka they could not then turn around and relinquish them to the Thule, providing a degree of protection to the regions in question. Oksana is also quite vocal that neither she nor her fellow merchant-boyars are fools - attempts to &amp;quot;trick&amp;quot; Varushka into paying for the Hunt and &amp;quot;balancing&amp;quot; it by relinquishing another Varushkan national bourse seat would not only be unworthy of the Senate, but prompt a significant backlash from those involved. &lt;br /&gt;
&lt;br /&gt;
There are other rumblings as well. Ambition, Pride, even Wisdom perhaps, say that the two lost Bourse resources claimed by the Senate during the early years of the Empire should be in Varushkan hands. The [[Don&#039;t blame me|inspiration]] of [[Ratibor of Temeschwar]], combined with comments from a few [[Urizen]] pilgrims here to visit the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]], brings to mind the fiery threats of the [[sword scholar]] &#039;&#039;&#039;Clytemnestra&#039;&#039;&#039;. When the Urizen threatened to destroy the [[Citadel Guard]], people took notice. While there&#039;s no desire to see the Varushkan armies disband, a quote sometimes attributed to Ratibor has started doing the rounds - &amp;quot;&#039;&#039;if you can destroy it, you control it&#039;&#039;.&amp;quot; Nobody is doing anything rash right now but, in theory at least, he Senate might be more inclined to restore the Hunt and the Quarry to their rightful owners if the alternative was losing them entirely. One to think about, perhaps.&lt;br /&gt;
{{CaptionedImage|file=VarushkaBee.jpg|align=right|width=150}}&lt;br /&gt;
&lt;br /&gt;
==The Bee Question==&lt;br /&gt;
* &#039;&#039;&#039;There are still no bees in Duzekani&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Naomi is at a loss to propose a solution&#039;&#039;&#039;&lt;br /&gt;
There is one other matter of prosperity and Delev that Naomi is not able to resolve. When Cold Sun attacked the region, all the bees disappeared from Duzekani. They have still not returned. At first folk assumed it was the presence of the dangerous black glass scattered across the southern regions - remnants of the vales and villages burnt by the &#039;&#039;scions&#039;&#039; - but even the [[All_the_way_to_Anvil#Reclamation_of_Bulgakov_(Conjunctions)|reclamation of Bulyakov]] does not seem to have caused the bees to return. It remains a matter of concern for the people of Karov - bees, the honey and wax they produce, are a powerful [[Varushka_religious_beliefs#The_Virtuous_Animals|symbol of Prosperity]] as well as the basis of many businesses and farms in the territory. Each season that passes without bees causes an awful lot of people to have sleepless nights.&lt;br /&gt;
&lt;br /&gt;
Naomi is also aware that there are anxious reports from [[Karov#Wieliczka|Wieliczka]], [[Karov#Kamienczka|Kamienczka]], and [[Karov#Skoremujac|Skoremujac]] that as spring approaches there seem to be fewer bees around. This might simply be a case of worry deceiving people concerned that the problem will spread, or it might be a matter of grave concern. &lt;br /&gt;
&lt;br /&gt;
The prognosticator is at a loss as to what to suggest, but has spent a little time speaking with Varushkan magicians in Karov who have been studying the problem. It is their assessment that this is a supernatural - or possibly spiritual - problem, and that the bees are not dead simply missing. They do not appear to have &amp;quot;gone&amp;quot; anywhere else in Karov. &lt;br /&gt;
&lt;br /&gt;
It is the assessment of the cabalists that there are two ways to proceed. They suggest that the Imperial Senate might commission an [[appraisal]] from Naomi&#039;s colleague [[Appraisal#Lutomysla_Niegoslava|Lutomysla Niegoslava]] - a Varushkan magician - to look into the matter and how it might be resolved. Alternatively, there are a number of [[eternal|eternals]] who might be amenable to an [[archmage|archmages]] [[Archmage#Plenipotentiary|Plenipotentiary]] in regard to bees. Normally they would propose the &#039;&#039;[[Sadogua|Brother of Wizards]]&#039;&#039; whose appetite for honey and honey-based produce is well known and who helped deal with the [[Through_my_sails#The_Gloaming_Blight|Iridescent blight]] a few years back. Unfortunately, he is apparently still angry at Varushkan magicians over the creation of the [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash]] so may be less inclined to help. It&#039;s hard to be sure with such a volatile creature. Alternatives that suggest themselves are the eternals of the [[Realm#Autumn|Autumn]] or [[Realm#Day|Day]] realms. [[Sinokenon]] allegedly has a soft spot for bees - their well organised swarms and geometrically pleasing hives appeal to it. [[Ylenwe]] has concerns around harmony, was connected to Cold Sun in some manner, and has mentioned in the past that the humming of bees is a particular kind of music all its own. [[Kimus]] cares little for bees, but might be able to find where those that once lived in Duzekani have gone. The eternals of the Autumn realm that deal with the Empire are not known to have any particular interest in bees themselves, but [[Ephisis]], [[Callidus]], and even [[Prospero]] are likely to appreciate the products of beekeeping - honey, mead, wax - and how they are traded and bring wealth. Finally, [[Wise Rangara]] is known to appreciate both the sweetness of honey on thick black bread, and the wisdom to which bees are apparently privy (whatever that means).&lt;br /&gt;
&lt;br /&gt;
What&#039;s certain is that if the situation gets any worse, it will begin to directly impact the prosperity of Karov given there are a number of businesses and farms that are reliant on bees and the goods they produce. Such businesses and beekeepers will move out of Duzekani - away from Delev - and potentially out of Karov entirely. Ultimately, if the situation is not addressed, the taxation of the territory will fall as farms and businesses are forced to give up their trade.&lt;br /&gt;
&lt;br /&gt;
==The Future Waits==&lt;br /&gt;
* &#039;&#039;&#039;These opportunities are not time sensitive, provided the situation does not change&#039;&#039;&#039;&lt;br /&gt;
Like any other appraisal, Naomi has explored the current situation. Her proposals with regard to Delev and Karov are not especially time sensitive, and will remain available until the situation in Karov or Varushka substantially changes.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Karov#Delev|Delev]]&lt;br /&gt;
* [[Karov]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_military_concerns&amp;diff=133355</id>
		<title>Imperial Orcs military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_military_concerns&amp;diff=133355"/>
		<updated>2026-01-19T22:30:49Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=FightPit.jpg|align=left|caption=Orcs [[Orc#Revel_in_Battle|revel in battle]], and the Imperial Orcs are no exception.|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At present there are three Imperial Orc armies; two of them roughly fifty percent larger than a standard [[Army]]. Plans have been mooted a few times for splitting the Winter Sun and the Summer Storm to try create three armies, but the two armies were created when the orcs joined the Empire and have a long and noted history that few orcs are willing to give up - most take great pride in their army&#039;s achievements. Imperial Orcs are also aware that much of their political unity arises from the tight-knit nature of the armies and the legions attached to them and they are keen to prevent their loyalties being divided amongst too many armies and generals. Ultimately though the biggest consideration has simply been the practical costs involved in reforming the orc armies - the costs involved, the loss of efficiency as the armies are reorganized, and the time in barracks required to complete the change. &lt;br /&gt;
&lt;br /&gt;
It is commonly assumed that the orc love of battle would cause them to throw themselves into the thickest fighting without a care for their own lives. Such behaviour is sometimes observed of the forces of barbarian nations; their warriors are often overcome by battle-lust. However the Imperial Orcs are painfully aware of their limited numbers and the need to preserve every life to ensure that future generations of their nation prospers. The burden of this responsibility tends to fall squarely on their military leaders - the generals who command the armies and those who lead the heroes at Anvil. Life is precious - an orc has but one life to make their mark.&lt;br /&gt;
&lt;br /&gt;
Although orcs strive to preserve themselves and their legion, cowardice is one of the most heinous of crimes – an act of self-preservation which threatens others. By contrast, the truest form of courage an orc can show is to give their life so that the legion can survive: it is difficult to become an ancestor if you fall before old age, and as this is the very zenith of orcish achievement, it takes a truly selfless orc to make the hardest sacrifice. Tales are told of such heroes, but they are always tinged with regret at the waste of life. Every orc that falls in battle is seen as a cause for sorrow: an early death prevents them from becoming an ancestor as well as diminishing the strength of the legions.&lt;br /&gt;
{{CaptionedImage|file=Ready warrior.jpg|align=right|width=400}}&lt;br /&gt;
The barbarian orcs once harboured a particular hatred for the Imperial Orcs, often singling them out on the battlefield where possible. Some claim this hatred goes back to the time of the uprising when the barbarians refused to aid Thrace and his kin and slaughtered any orcs who made their way over the border. In recent times however, this old hatred appears to have abated to be replaced by something akin to a grudging respect. There is a great deal of speculation as to why this may be the case, but no concrete conclusion has been reached.&lt;br /&gt;
&lt;br /&gt;
==The Legion==&lt;br /&gt;
The legions, tight-knit groups of Imperial Orcs who live together and fight together, are the backbone of the Imperial Orc armies. Before the arrival of the septs most Imperial Orcs were (or still are) a member of one of these countless different units of tight-knit soldiers. Each legion has its own identity but most are organized along military lines, and are an official part of one of the three Imperial Orc armies. In practice the legions are a cross between a regiment and an informal family group. Although not all the members of a legion are warriors, or even members of an army, the camaraderie and mindset of the career soldier tends to permeate throughout a legion.&lt;br /&gt;
&lt;br /&gt;
Each orc legion chooses its own name and symbols but most can also be identified by their favoured fighting style. One legion may have a bias for plate armour and pole-weapons, while another favours sword and shield. Warriors are usually expected to have at least a basic mastery of their legion&#039;s favoured style. Each legion is fiercely proud of its identity in battle, and a healthy, good-natured rivalry exists between legions with regard to tactics and combat style. This rivalry is put aside on the battlefield, and warlords are careful to ensure that it never undermines loyalty and service to the Empire; the place for combat between members of rival legions is the fighting pit, not the battlefield. &lt;br /&gt;
&lt;br /&gt;
Banners and standards are particularly important to Imperial Orcs. Legion camps are often decorated with banners displaying legion [[Imperial Orcs culture and customs#Symbols|symbols]], as orcs find it reassuring to be surrounded by images that reinforce their group identity. Many bear an image of the horse as a symbol of the Empire alongside specific legion markings and colours. Imperial Orcs differentiate between banners, which are general symbols of legion identity, and a legion standard. Many legions have a legion standard, which is a symbol of the legion&#039;s pride. Trophies from particularly notable legion members or items of exceptional worth that once belonged to someone in the legion are often added to a legion standard.&lt;br /&gt;
&lt;br /&gt;
Legions chose their own commanders, called warlords, with individuals chosen for their ability to provide clear effective leadership in battle, according to the traditions of the individual legion. Orcs expect their leaders to be inspirational as well as astute so the majority of warlords are powerful warriors who lead from the front. Those who lead by cunning alone need to be particularly smart and their legions are often small but very tight-knit. Warlords appoint members of the legion to a chain of command beneath them, so that if they fall in battle they can be quickly replaced – the life of the legion is always more valuable than the life of any individual.&lt;br /&gt;
&lt;br /&gt;
Most legions have a clear chain of command with harsh punishments for disloyalty or disobedience. Imperial Orcs usually have little sympathy for individuals who refuse to follow orders. In battle, those who find themselves at odds with a legion’s leadership face summary court-martial; at other times they are usually expelled from the legion. In such cases a group of orcs usually form their own rival legion, while an individual must attempt to join another legion or face existence alone.&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
The Imperial Orcs field three [[army|armies]]: the Winter Sun, the Summer Storm, and the Autumn Hammers. Although Imperial Orcs are increasingly putting down roots in Skarsind, the armies remain an important source of identity and a reminder of their people&#039;s history. Founded in the aftermath of the revolt, membership of the armies was initially influenced by considerations of geography. Today, however, the third generation of orcs attach themselves to the army with which they feel the greater philosophical attraction, rather than basing their decision on which army their grandparents&#039; legion belonged to.&lt;br /&gt;
&lt;br /&gt;
Orcs do not generally wear a uniform symbol of the army they belong to, but some may add a white sun or a red lightning bolt. Since each army is made up of many different legions it has become common to refer to the armies collectively as &amp;quot;the legions&amp;quot; and in recent times Imperial Orcs at Anvil have taken to describe the Winter Sun and Summer Storm as the &#039;&#039;First&#039;&#039; and &#039;&#039;Second Legion&#039;&#039; respectively.&lt;br /&gt;
{{CaptionedImage|file=WinterSun.jpg|align=left|width=100}}&lt;br /&gt;
===The Winter Sun===&lt;br /&gt;
This army began with a core of orcs who had been slaves in [[Varushka]], [[Temeschwar]], and [[Wintermark]]. Vicious fighting against the Varushkan armies had decimated the numbers of the freed slaves in that nation, and harsh winters had contributed further to the death toll. After the revolt, their numbers were supplemented with orcs who had been enslaved by the [[Highguard|Highborn]]. The first magicians among the Imperial Orcs belonged to this army; they found it easiest to absorb the teachings of the Varushkan and Wintermark tutors the [[Urizen]] [[Urizen magical traditions#Mages|mages]] arranged for them. The hard core of the army were made up of many who had known [[Imperial Orcs history|Thrace]] and the other founders of the revolt personally, and they continued to develop the vision of freedom that had first spurred them to escape the mines.&lt;br /&gt;
&lt;br /&gt;
Today the [[Winter Sun]] is the more politically active of the two Imperial Orc armies, but it is also the army most likely to use magic in pursuit of their goals. They garner favours, both through military aid and careful use of their magical resources. More [[Imperial Orcs magical traditions#Warcasters|warcasters]] and [[Imperial Orcs magical traditions#Oathwrights|oathwrights]] fight under the banners of the Winter Sun than the Summer Storm, and they have more [[preachers]].&lt;br /&gt;
&lt;br /&gt;
The Winter Sun is a [[army#Army_Size|large]] army with a history of fighting in difficult terrain. Following a ritual performed at the Autumn Equinox 381YE, the soldiers and associated of the Winter Sun experienced [[Chain_around_my_leg|powerful visions]] of the many generations of ancestors who had lived as Imperial slaves. [[Chain_around_my_leg#Hammers_and_Chains|Embracing these visions]], the general, Bloodcrow Morg&#039;ur, helped to change the direction of the army towards [[Army qualities#Freedom Fighters|fighting for freedom]].&lt;br /&gt;
&lt;br /&gt;
The first Imperial Orc general leads the Winter Sun, and is appointed (or re-appointed) at the Winter Solstice.&lt;br /&gt;
{{CaptionedImage|file=SummerStorm.jpg|align=left|width=100}}&lt;br /&gt;
&lt;br /&gt;
===The Summer Storm===&lt;br /&gt;
This army was formed from orcs who had originally been slaves in [[Dawn]], [[the Marches]], and the southern and eastern cities of [[The League]]. Their uprising had taken part in the rich heartlands of the Empire, and they did not need to deal with the harsh northern climate that troubled orcs in Varushka, Wintermark, and Highguard. They also tended to be better equipped; they were more able to loot weapons and armour, and were in a good position to deal with the &#039;war profiteers&#039; from [[the Brass Coast]] and League cities. Perhaps just as importantly, the southern slaves were often surprisingly more well-versed in tactics, subterfuge, and trade than their northern cousins - many more of them had spent their time as bodyguards, bouncers, or gladiators than in the north.&lt;br /&gt;
&lt;br /&gt;
Today the Summer Storm pride themselves on their military acumen. They are the hammer of the Imperial Orcs, well armed and armoured, &lt;br /&gt;
versed in strategy and tactics, and supported by cunning [[Imperial Orcs economic interests#Bonesetters|bonesetters]] and [[Imperial Orcs economic interests#thief-takers|thief-takers]]. They tend to be richer in terms of wealth and crafted items, and the first smiths and [[Crafting skills#Artisan|artisans]] were part of the [[Summer Storm]].&lt;br /&gt;
&lt;br /&gt;
Shortly before the Summer solstice 380YE, while fighting the [[Jotun]] in the [[Mournwold]], the soldiers of the Summer Storm experienced a [[380YE_Summer_Solstice_winds_of_war#Game_Information|profound moment of connection]] with a Jotun ancestor, Sjöfn of the Bittenblade. Apparently an ancient Jotun who appears unconcerned by the nature of the Imperial Orcs, her voice encourages them to fight heroically, gloriously, and revel in the clash of steel on the battlefield. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Any Imperial Orc who might have been present during that campaign can hear this ancestor if they wish; she encourages them to take actions that are in line with the [[Jotun#5_things_to_know_about_the_Jotun|five things]] of the Jotun.)&lt;br /&gt;
 &lt;br /&gt;
The Summer Sun is a [[army#Army_Size|large]] army, known for its [[Army_qualities#Relentless|ruthless]] commitment to the arts of war, and its indomitable fighting spirit.&lt;br /&gt;
&lt;br /&gt;
The second Imperial Orc general leads the Summer Storm, and is appointed (or re-appointed) at the Summer Solstice.&lt;br /&gt;
{{CaptionedImage|file=AutumnHammers colour.png|align=left|width=100}}&lt;br /&gt;
&lt;br /&gt;
===The Autumn Hammers===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Autumn Hammers was raised from the [[Ethengraw]] sept after the [[Construct Ethengraw Armoury|Black Forge]] was constructed in [[Skarsind]]. The motion to raise the army was passed by the Imperial Senate during the [[Raise Autumn Hammers|Autumn Equinox 385YE]] after the sept joined the Imperial Orcs. The army benefited from [[Mystic_scrolls_of_Estavus#Hammers_of_Fury|Hammers of Fury]] and finished raising in time for the general to be elected for the first time at the Spring Equinox 386YE. &lt;br /&gt;
 &lt;br /&gt;
The third Imperial Orc general leads the Autumn Hammers, and is appointed (or re-appointed) at the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
===Supply===&lt;br /&gt;
The Imperial Orcs have long faced a crucial challenge posed by their relatively small population. For a long time they were able to maintain two large Imperial armies in the field - but only just, and only because so many of their people were members of the legions. Until very recently it was impossible for them to raise a new army, and if one of their existing armies were wiped out it was certain that it would be difficult for them to replace it. Imperial Orc generals learned to be careful about how they deployed their forces - preserving lives where they could - to keep the nation vital.&lt;br /&gt;
&lt;br /&gt;
Gaining Skarsind gave the Imperial Orcs a homeland but did nothing to remedy the limitations of their sparse numbers. When the [[Highguard|Highborn]] liberated [[Reikos]], they were able to supply a fourth army as much because the people of Reikos stood ready to be part of that army as because of the wealth and prosperity the [[territory]] eventually regained. The few original inhabitants of Skarsind who still dwell there are Wintermark humans - so there is no indigenous population to swell their ranks.&lt;br /&gt;
&lt;br /&gt;
This situation was somewhat mitigated by the [[383YE_Spring_Equinox_winds_of_war#Mission|raid on Beoraidh]] at the beginning of 383YE. With the support of the Winter Sun, a significant Imperial force launched a surprise attack on the [[Grendel]] town of [[Bay_of_Catazar#Beoraidh|Beoraidh]] on the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]]. A large number of trained gladiators and orc slaves intended to be cannon fodder for the Grendel armies were liberated and brought safely back to Skarsind. With an influx of skilled warriors, enthusiastic supporters of the nation that helped free them from bondage, the Imperial orcs could raise a new army - &#039;&#039;provided&#039;&#039; they could gain a second [[territory]] - or in the tragic event that one of the existing Imperial Orcs armies were destroyed. &lt;br /&gt;
&lt;br /&gt;
==Army Orders==&lt;br /&gt;
Following the [[385YE_Winter_Solstice_Senate_sessions#Prospecting_in_Skarsind|decision]] of the Imperial Senate to send prospectors and miners to [[Standing_in_the_sun#Thirsty_Fires|investigate the hills]] of Skarsind the Black Forge has access to enough metals to support orcs from across the nation.&lt;br /&gt;
&lt;br /&gt;
Any Imperial Orc army can take the &#039;&#039;forge hammers&#039;&#039; defensive order, provided they are in Skarsind. The army musters at the Black Forge, and the smiths there work night-and-day to resupply them with the armaments they need - whether they are veterans or new recruits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Can use the order to camp around the Black Forge in the hills of Skarsind above Gildenheim&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is increased by three tenths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;For each wain of mithril used for emergency resupply provides an additional 5 army strength&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army camp around the Black Forge, which turns mithril into the finest quality weapons and armour. The smiths both repair and replace the armaments of veteran soldiers, and provide new recruits with a top-tier loadout. The army is ready to defend the territory, and inspired by the Epic of the Ethengraw, they will make the enemy fight for every inch of ground they try to claim. Only one army can use this order at a time; if more than one army uses it all armies involved instead take the [[Army_orders#Heroic_Stand|heroic stand]] order.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Imperial Orcs Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_military_concerns&amp;diff=133354</id>
		<title>Imperial Orcs military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_military_concerns&amp;diff=133354"/>
		<updated>2026-01-19T22:30:10Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=FightPit.jpg|align=left|caption=Orcs [[Orc#Revel_in_Battle|revel in battle]], and the Imperial Orcs are no exception.|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At present there are three Imperial Orc armies; two of them roughly fifty percent larger than a standard [[Army]]. Plans have been mooted a few times for splitting the Winter Sun and the Summer Storm to try create three armies, but the two armies were created when the orcs joined the Empire and have a long and noted history that few orcs are willing to give up - most take great pride in their army&#039;s achievements. Imperial Orcs are also aware that much of their political unity arises from the tight-knit nature of the armies and the legions attached to them and they are keen to prevent their loyalties being divided amongst too many armies and generals. Ultimately though the biggest consideration has simply been the practical costs involved in reforming the orc armies - the costs involved, the loss of efficiency as the armies are reorganized, and the time in barracks required to complete the change. &lt;br /&gt;
&lt;br /&gt;
It is commonly assumed that the orc love of battle would cause them to throw themselves into the thickest fighting without a care for their own lives. Such behaviour is sometimes observed of the forces of barbarian nations; their warriors are often overcome by battle-lust. However the Imperial Orcs are painfully aware of their limited numbers and the need to preserve every life to ensure that future generations of their nation prospers. The burden of this responsibility tends to fall squarely on their military leaders - the generals who command the armies and those who lead the heroes at Anvil. Life is precious - an orc has but one life to make their mark.&lt;br /&gt;
&lt;br /&gt;
Although orcs strive to preserve themselves and their legion, cowardice is one of the most heinous of crimes – an act of self-preservation which threatens others. By contrast, the truest form of courage an orc can show is to give their life so that the legion can survive: it is difficult to become an ancestor if you fall before old age, and as this is the very zenith of orcish achievement, it takes a truly selfless orc to make the hardest sacrifice. Tales are told of such heroes, but they are always tinged with regret at the waste of life. Every orc that falls in battle is seen as a cause for sorrow: an early death prevents them from becoming an ancestor as well as diminishing the strength of the legions.&lt;br /&gt;
{{CaptionedImage|file=Ready warrior.jpg|align=right|width=400}}&lt;br /&gt;
The barbarian orcs once harboured a particular hatred for the Imperial Orcs, often singling them out on the battlefield where possible. Some claim this hatred goes back to the time of the uprising when the barbarians refused to aid Thrace and his kin and slaughtered any orcs who made their way over the border. In recent times however, this old hatred appears to have abated to be replaced by something akin to a grudging respect. There is a great deal of speculation as to why this may be the case, but no concrete conclusion has been reached.&lt;br /&gt;
&lt;br /&gt;
==The Legion==&lt;br /&gt;
The legions, tight-knit groups of Imperial Orcs who live together and fight together, are the backbone of the Imperial Orc armies. Before the arrival of the septs most Imperial Orcs were (or still are) a member of one of these countless different units of tight-knit soldiers. Each legion has its own identity but most are organized along military lines, and are an official part of one of the three Imperial Orc armies. In practice the legions are a cross between a regiment and an informal family group. Although not all the members of a legion are warriors, or even members of an army, the camaraderie and mindset of the career soldier tends to permeate throughout a legion.&lt;br /&gt;
&lt;br /&gt;
Each orc legion chooses its own name and symbols but most can also be identified by their favoured fighting style. One legion may have a bias for plate armour and pole-weapons, while another favours sword and shield. Warriors are usually expected to have at least a basic mastery of their legion&#039;s favoured style. Each legion is fiercely proud of its identity in battle, and a healthy, good-natured rivalry exists between legions with regard to tactics and combat style. This rivalry is put aside on the battlefield, and warlords are careful to ensure that it never undermines loyalty and service to the Empire; the place for combat between members of rival legions is the fighting pit, not the battlefield. &lt;br /&gt;
&lt;br /&gt;
Banners and standards are particularly important to Imperial Orcs. Legion camps are often decorated with banners displaying legion [[Imperial Orcs culture and customs#Symbols|symbols]], as orcs find it reassuring to be surrounded by images that reinforce their group identity. Many bear an image of the horse as a symbol of the Empire alongside specific legion markings and colours. Imperial Orcs differentiate between banners, which are general symbols of legion identity, and a legion standard. Many legions have a legion standard, which is a symbol of the legion&#039;s pride. Trophies from particularly notable legion members or items of exceptional worth that once belonged to someone in the legion are often added to a legion standard.&lt;br /&gt;
&lt;br /&gt;
Legions chose their own commanders, called warlords, with individuals chosen for their ability to provide clear effective leadership in battle, according to the traditions of the individual legion. Orcs expect their leaders to be inspirational as well as astute so the majority of warlords are powerful warriors who lead from the front. Those who lead by cunning alone need to be particularly smart and their legions are often small but very tight-knit. Warlords appoint members of the legion to a chain of command beneath them, so that if they fall in battle they can be quickly replaced – the life of the legion is always more valuable than the life of any individual.&lt;br /&gt;
&lt;br /&gt;
Most legions have a clear chain of command with harsh punishments for disloyalty or disobedience. Imperial Orcs usually have little sympathy for individuals who refuse to follow orders. In battle, those who find themselves at odds with a legion’s leadership face summary court-martial; at other times they are usually expelled from the legion. In such cases a group of orcs usually form their own rival legion, while an individual must attempt to join another legion or face existence alone.&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
The Imperial Orcs field three [[army|armies]]: the Winter Sun, the Summer Storm, and the Autumn Hammers. Although Imperial Orcs are increasingly putting down roots in Skarsind, the armies remain an important source of identity and a reminder of their people&#039;s history. Founded in the aftermath of the revolt, membership of the armies was initially influenced by considerations of geography. Today, however, the third generation of orcs attach themselves to the army with which they feel the greater philosophical attraction, rather than basing their decision on which army their grandparents&#039; legion belonged to.&lt;br /&gt;
&lt;br /&gt;
Orcs do not generally wear a uniform symbol of the army they belong to, but some may add a white sun or a red lightning bolt. Since each army is made up of many different legions it has become common to refer to the armies collectively as &amp;quot;the legions&amp;quot; and in recent times Imperial Orcs at Anvil have taken to describe the Winter Sun and Summer Storm as the &#039;&#039;First&#039;&#039; and &#039;&#039;Second Legion&#039;&#039; respectively.&lt;br /&gt;
{{CaptionedImage|file=WinterSun.jpg|align=left|width=100}}&lt;br /&gt;
===The Winter Sun===&lt;br /&gt;
This army began with a core of orcs who had been slaves in [[Varushka]], [[Temeschwar]], and [[Wintermark]]. Vicious fighting against the Varushkan armies had decimated the numbers of the freed slaves in that nation, and harsh winters had contributed further to the death toll. After the revolt, their numbers were supplemented with orcs who had been enslaved by the [[Highguard|Highborn]]. The first magicians among the Imperial Orcs belonged to this army; they found it easiest to absorb the teachings of the Varushkan and Wintermark tutors the [[Urizen]] [[Urizen magical traditions#Mages|mages]] arranged for them. The hard core of the army were made up of many who had known [[Imperial Orcs history|Thrace]] and the other founders of the revolt personally, and they continued to develop the vision of freedom that had first spurred them to escape the mines.&lt;br /&gt;
&lt;br /&gt;
Today the [[Winter Sun]] is the more politically active of the two Imperial Orc armies, but it is also the army most likely to use magic in pursuit of their goals. They garner favours, both through military aid and careful use of their magical resources. More [[Imperial Orcs magical traditions#Warcasters|warcasters]] and [[Imperial Orcs magical traditions#Oathwrights|oathwrights]] fight under the banners of the Winter Sun than the Summer Storm, and they have more [[preachers]].&lt;br /&gt;
&lt;br /&gt;
The Winter Sun is a [[army#Army_Size|large]] army with a history of fighting in difficult terrain. Following a ritual performed at the Autumn Equinox 381YE, the soldiers and associated of the Winter Sun experienced [[Chain_around_my_leg|powerful visions]] of the many generations of ancestors who had lived as Imperial slaves. [[Chain_around_my_leg#Hammers_and_Chains|Embracing these visions]], the general, Bloodcrow Morg&#039;ur, helped to change the direction of the army towards [[Army qualities#Freedom Fighters|fighting for freedom]].&lt;br /&gt;
&lt;br /&gt;
The first Imperial Orc general leads the Winter Sun, and is appointed (or re-appointed) at the Winter Solstice.&lt;br /&gt;
{{CaptionedImage|file=SummerStorm.jpg|align=left|width=100}}&lt;br /&gt;
&lt;br /&gt;
===The Summer Storm===&lt;br /&gt;
This army was formed from orcs who had originally been slaves in [[Dawn]], [[the Marches]], and the southern and eastern cities of [[The League]]. Their uprising had taken part in the rich heartlands of the Empire, and they did not need to deal with the harsh northern climate that troubled orcs in Varushka, Wintermark, and Highguard. They also tended to be better equipped; they were more able to loot weapons and armour, and were in a good position to deal with the &#039;war profiteers&#039; from [[the Brass Coast]] and League cities. Perhaps just as importantly, the southern slaves were often surprisingly more well-versed in tactics, subterfuge, and trade than their northern cousins - many more of them had spent their time as bodyguards, bouncers, or gladiators than in the north.&lt;br /&gt;
&lt;br /&gt;
Today the Summer Storm pride themselves on their military acumen. They are the hammer of the Imperial Orcs, well armed and armoured, &lt;br /&gt;
versed in strategy and tactics, and supported by cunning [[Imperial Orcs economic interests#Bonesetters|bonesetters]] and [[Imperial Orcs economic interests#thief-takers|thief-takers]]. They tend to be richer in terms of wealth and crafted items, and the first smiths and [[Crafting skills#Artisan|artisans]] were part of the [[Summer Storm]].&lt;br /&gt;
&lt;br /&gt;
Shortly before the Summer solstice 380YE, while fighting the [[Jotun]] in the [[Mournwold]], the soldiers of the Summer Storm experienced a [[380YE_Summer_Solstice_winds_of_war#Game_Information|profound moment of connection]] with a Jotun ancestor, Sjöfn of the Bittenblade. Apparently an ancient Jotun who appears unconcerned by the nature of the Imperial Orcs, her voice encourages them to fight heroically, gloriously, and revel in the clash of steel on the battlefield. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Any Imperial Orc who might have been present during that campaign can hear this ancestor if they wish; she encourages them to take actions that are in line with the [[Jotun#5_things_to_know_about_the_Jotun|five things]] of the Jotun.)&lt;br /&gt;
 &lt;br /&gt;
The Summer Sun is a [[army#Size|large]] army, known for its [[Army_qualities#Relentless|ruthless]] commitment to the arts of war, and its indomitable fighting spirit.&lt;br /&gt;
&lt;br /&gt;
The second Imperial Orc general leads the Summer Storm, and is appointed (or re-appointed) at the Summer Solstice.&lt;br /&gt;
{{CaptionedImage|file=AutumnHammers colour.png|align=left|width=100}}&lt;br /&gt;
&lt;br /&gt;
===The Autumn Hammers===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Autumn Hammers was raised from the [[Ethengraw]] sept after the [[Construct Ethengraw Armoury|Black Forge]] was constructed in [[Skarsind]]. The motion to raise the army was passed by the Imperial Senate during the [[Raise Autumn Hammers|Autumn Equinox 385YE]] after the sept joined the Imperial Orcs. The army benefited from [[Mystic_scrolls_of_Estavus#Hammers_of_Fury|Hammers of Fury]] and finished raising in time for the general to be elected for the first time at the Spring Equinox 386YE. &lt;br /&gt;
 &lt;br /&gt;
The third Imperial Orc general leads the Autumn Hammers, and is appointed (or re-appointed) at the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
===Supply===&lt;br /&gt;
The Imperial Orcs have long faced a crucial challenge posed by their relatively small population. For a long time they were able to maintain two large Imperial armies in the field - but only just, and only because so many of their people were members of the legions. Until very recently it was impossible for them to raise a new army, and if one of their existing armies were wiped out it was certain that it would be difficult for them to replace it. Imperial Orc generals learned to be careful about how they deployed their forces - preserving lives where they could - to keep the nation vital.&lt;br /&gt;
&lt;br /&gt;
Gaining Skarsind gave the Imperial Orcs a homeland but did nothing to remedy the limitations of their sparse numbers. When the [[Highguard|Highborn]] liberated [[Reikos]], they were able to supply a fourth army as much because the people of Reikos stood ready to be part of that army as because of the wealth and prosperity the [[territory]] eventually regained. The few original inhabitants of Skarsind who still dwell there are Wintermark humans - so there is no indigenous population to swell their ranks.&lt;br /&gt;
&lt;br /&gt;
This situation was somewhat mitigated by the [[383YE_Spring_Equinox_winds_of_war#Mission|raid on Beoraidh]] at the beginning of 383YE. With the support of the Winter Sun, a significant Imperial force launched a surprise attack on the [[Grendel]] town of [[Bay_of_Catazar#Beoraidh|Beoraidh]] on the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]]. A large number of trained gladiators and orc slaves intended to be cannon fodder for the Grendel armies were liberated and brought safely back to Skarsind. With an influx of skilled warriors, enthusiastic supporters of the nation that helped free them from bondage, the Imperial orcs could raise a new army - &#039;&#039;provided&#039;&#039; they could gain a second [[territory]] - or in the tragic event that one of the existing Imperial Orcs armies were destroyed. &lt;br /&gt;
&lt;br /&gt;
==Army Orders==&lt;br /&gt;
Following the [[385YE_Winter_Solstice_Senate_sessions#Prospecting_in_Skarsind|decision]] of the Imperial Senate to send prospectors and miners to [[Standing_in_the_sun#Thirsty_Fires|investigate the hills]] of Skarsind the Black Forge has access to enough metals to support orcs from across the nation.&lt;br /&gt;
&lt;br /&gt;
Any Imperial Orc army can take the &#039;&#039;forge hammers&#039;&#039; defensive order, provided they are in Skarsind. The army musters at the Black Forge, and the smiths there work night-and-day to resupply them with the armaments they need - whether they are veterans or new recruits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Can use the order to camp around the Black Forge in the hills of Skarsind above Gildenheim&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is increased by three tenths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;For each wain of mithril used for emergency resupply provides an additional 5 army strength&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army camp around the Black Forge, which turns mithril into the finest quality weapons and armour. The smiths both repair and replace the armaments of veteran soldiers, and provide new recruits with a top-tier loadout. The army is ready to defend the territory, and inspired by the Epic of the Ethengraw, they will make the enemy fight for every inch of ground they try to claim. Only one army can use this order at a time; if more than one army uses it all armies involved instead take the [[Army_orders#Heroic_Stand|heroic stand]] order.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Imperial Orcs Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_military_concerns&amp;diff=133353</id>
		<title>Imperial Orcs military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_military_concerns&amp;diff=133353"/>
		<updated>2026-01-19T22:29:22Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=FightPit.jpg|align=left|caption=Orcs [[Orc#Revel_in_Battle|revel in battle]], and the Imperial Orcs are no exception.|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At present there are three Imperial Orc armies; two of them roughly fifty percent larger than a standard [[Army]]. Plans have been mooted a few times for splitting the Winter Sun and the Summer Storm to try create three armies, but the two armies were created when the orcs joined the Empire and have a long and noted history that few orcs are willing to give up - most take great pride in their army&#039;s achievements. Imperial Orcs are also aware that much of their political unity arises from the tight-knit nature of the armies and the legions attached to them and they are keen to prevent their loyalties being divided amongst too many armies and generals. Ultimately though the biggest consideration has simply been the practical costs involved in reforming the orc armies - the costs involved, the loss of efficiency as the armies are reorganized, and the time in barracks required to complete the change. &lt;br /&gt;
&lt;br /&gt;
It is commonly assumed that the orc love of battle would cause them to throw themselves into the thickest fighting without a care for their own lives. Such behaviour is sometimes observed of the forces of barbarian nations; their warriors are often overcome by battle-lust. However the Imperial Orcs are painfully aware of their limited numbers and the need to preserve every life to ensure that future generations of their nation prospers. The burden of this responsibility tends to fall squarely on their military leaders - the generals who command the armies and those who lead the heroes at Anvil. Life is precious - an orc has but one life to make their mark.&lt;br /&gt;
&lt;br /&gt;
Although orcs strive to preserve themselves and their legion, cowardice is one of the most heinous of crimes – an act of self-preservation which threatens others. By contrast, the truest form of courage an orc can show is to give their life so that the legion can survive: it is difficult to become an ancestor if you fall before old age, and as this is the very zenith of orcish achievement, it takes a truly selfless orc to make the hardest sacrifice. Tales are told of such heroes, but they are always tinged with regret at the waste of life. Every orc that falls in battle is seen as a cause for sorrow: an early death prevents them from becoming an ancestor as well as diminishing the strength of the legions.&lt;br /&gt;
{{CaptionedImage|file=Ready warrior.jpg|align=right|width=400}}&lt;br /&gt;
The barbarian orcs once harboured a particular hatred for the Imperial Orcs, often singling them out on the battlefield where possible. Some claim this hatred goes back to the time of the uprising when the barbarians refused to aid Thrace and his kin and slaughtered any orcs who made their way over the border. In recent times however, this old hatred appears to have abated to be replaced by something akin to a grudging respect. There is a great deal of speculation as to why this may be the case, but no concrete conclusion has been reached.&lt;br /&gt;
&lt;br /&gt;
==The Legion==&lt;br /&gt;
The legions, tight-knit groups of Imperial Orcs who live together and fight together, are the backbone of the Imperial Orc armies. Before the arrival of the septs most Imperial Orcs were (or still are) a member of one of these countless different units of tight-knit soldiers. Each legion has its own identity but most are organized along military lines, and are an official part of one of the three Imperial Orc armies. In practice the legions are a cross between a regiment and an informal family group. Although not all the members of a legion are warriors, or even members of an army, the camaraderie and mindset of the career soldier tends to permeate throughout a legion.&lt;br /&gt;
&lt;br /&gt;
Each orc legion chooses its own name and symbols but most can also be identified by their favoured fighting style. One legion may have a bias for plate armour and pole-weapons, while another favours sword and shield. Warriors are usually expected to have at least a basic mastery of their legion&#039;s favoured style. Each legion is fiercely proud of its identity in battle, and a healthy, good-natured rivalry exists between legions with regard to tactics and combat style. This rivalry is put aside on the battlefield, and warlords are careful to ensure that it never undermines loyalty and service to the Empire; the place for combat between members of rival legions is the fighting pit, not the battlefield. &lt;br /&gt;
&lt;br /&gt;
Banners and standards are particularly important to Imperial Orcs. Legion camps are often decorated with banners displaying legion [[Imperial Orcs culture and customs#Symbols|symbols]], as orcs find it reassuring to be surrounded by images that reinforce their group identity. Many bear an image of the horse as a symbol of the Empire alongside specific legion markings and colours. Imperial Orcs differentiate between banners, which are general symbols of legion identity, and a legion standard. Many legions have a legion standard, which is a symbol of the legion&#039;s pride. Trophies from particularly notable legion members or items of exceptional worth that once belonged to someone in the legion are often added to a legion standard.&lt;br /&gt;
&lt;br /&gt;
Legions chose their own commanders, called warlords, with individuals chosen for their ability to provide clear effective leadership in battle, according to the traditions of the individual legion. Orcs expect their leaders to be inspirational as well as astute so the majority of warlords are powerful warriors who lead from the front. Those who lead by cunning alone need to be particularly smart and their legions are often small but very tight-knit. Warlords appoint members of the legion to a chain of command beneath them, so that if they fall in battle they can be quickly replaced – the life of the legion is always more valuable than the life of any individual.&lt;br /&gt;
&lt;br /&gt;
Most legions have a clear chain of command with harsh punishments for disloyalty or disobedience. Imperial Orcs usually have little sympathy for individuals who refuse to follow orders. In battle, those who find themselves at odds with a legion’s leadership face summary court-martial; at other times they are usually expelled from the legion. In such cases a group of orcs usually form their own rival legion, while an individual must attempt to join another legion or face existence alone.&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
The Imperial Orcs field three [[army|armies]]: the Winter Sun, the Summer Storm, and the Autumn Hammers. Although Imperial Orcs are increasingly putting down roots in Skarsind, the armies remain an important source of identity and a reminder of their people&#039;s history. Founded in the aftermath of the revolt, membership of the armies was initially influenced by considerations of geography. Today, however, the third generation of orcs attach themselves to the army with which they feel the greater philosophical attraction, rather than basing their decision on which army their grandparents&#039; legion belonged to.&lt;br /&gt;
&lt;br /&gt;
Orcs do not generally wear a uniform symbol of the army they belong to, but some may add a white sun or a red lightning bolt. Since each army is made up of many different legions it has become common to refer to the armies collectively as &amp;quot;the legions&amp;quot; and in recent times Imperial Orcs at Anvil have taken to describe the Winter Sun and Summer Storm as the &#039;&#039;First&#039;&#039; and &#039;&#039;Second Legion&#039;&#039; respectively.&lt;br /&gt;
{{CaptionedImage|file=WinterSun.jpg|align=left|width=100}}&lt;br /&gt;
===The Winter Sun===&lt;br /&gt;
This army began with a core of orcs who had been slaves in [[Varushka]], [[Temeschwar]], and [[Wintermark]]. Vicious fighting against the Varushkan armies had decimated the numbers of the freed slaves in that nation, and harsh winters had contributed further to the death toll. After the revolt, their numbers were supplemented with orcs who had been enslaved by the [[Highguard|Highborn]]. The first magicians among the Imperial Orcs belonged to this army; they found it easiest to absorb the teachings of the Varushkan and Wintermark tutors the [[Urizen]] [[Urizen magical traditions#Mages|mages]] arranged for them. The hard core of the army were made up of many who had known [[Imperial Orcs history|Thrace]] and the other founders of the revolt personally, and they continued to develop the vision of freedom that had first spurred them to escape the mines.&lt;br /&gt;
&lt;br /&gt;
Today the [[Winter Sun]] is the more politically active of the two Imperial Orc armies, but it is also the army most likely to use magic in pursuit of their goals. They garner favours, both through military aid and careful use of their magical resources. More [[Imperial Orcs magical traditions#Warcasters|warcasters]] and [[Imperial Orcs magical traditions#Oathwrights|oathwrights]] fight under the banners of the Winter Sun than the Summer Storm, and they have more [[preachers]].&lt;br /&gt;
&lt;br /&gt;
The Winter Sun is a [[army#Large|large]] army with a history of fighting in difficult terrain. Following a ritual performed at the Autumn Equinox 381YE, the soldiers and associated of the Winter Sun experienced [[Chain_around_my_leg|powerful visions]] of the many generations of ancestors who had lived as Imperial slaves. [[Chain_around_my_leg#Hammers_and_Chains|Embracing these visions]], the general, Bloodcrow Morg&#039;ur, helped to change the direction of the army towards [[Army qualities#Freedom Fighters|fighting for freedom]].&lt;br /&gt;
&lt;br /&gt;
The first Imperial Orc general leads the Winter Sun, and is appointed (or re-appointed) at the Winter Solstice.&lt;br /&gt;
{{CaptionedImage|file=SummerStorm.jpg|align=left|width=100}}&lt;br /&gt;
&lt;br /&gt;
===The Summer Storm===&lt;br /&gt;
This army was formed from orcs who had originally been slaves in [[Dawn]], [[the Marches]], and the southern and eastern cities of [[The League]]. Their uprising had taken part in the rich heartlands of the Empire, and they did not need to deal with the harsh northern climate that troubled orcs in Varushka, Wintermark, and Highguard. They also tended to be better equipped; they were more able to loot weapons and armour, and were in a good position to deal with the &#039;war profiteers&#039; from [[the Brass Coast]] and League cities. Perhaps just as importantly, the southern slaves were often surprisingly more well-versed in tactics, subterfuge, and trade than their northern cousins - many more of them had spent their time as bodyguards, bouncers, or gladiators than in the north.&lt;br /&gt;
&lt;br /&gt;
Today the Summer Storm pride themselves on their military acumen. They are the hammer of the Imperial Orcs, well armed and armoured, &lt;br /&gt;
versed in strategy and tactics, and supported by cunning [[Imperial Orcs economic interests#Bonesetters|bonesetters]] and [[Imperial Orcs economic interests#thief-takers|thief-takers]]. They tend to be richer in terms of wealth and crafted items, and the first smiths and [[Crafting skills#Artisan|artisans]] were part of the [[Summer Storm]].&lt;br /&gt;
&lt;br /&gt;
Shortly before the Summer solstice 380YE, while fighting the [[Jotun]] in the [[Mournwold]], the soldiers of the Summer Storm experienced a [[380YE_Summer_Solstice_winds_of_war#Game_Information|profound moment of connection]] with a Jotun ancestor, Sjöfn of the Bittenblade. Apparently an ancient Jotun who appears unconcerned by the nature of the Imperial Orcs, her voice encourages them to fight heroically, gloriously, and revel in the clash of steel on the battlefield. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Any Imperial Orc who might have been present during that campaign can hear this ancestor if they wish; she encourages them to take actions that are in line with the [[Jotun#5_things_to_know_about_the_Jotun|five things]] of the Jotun.)&lt;br /&gt;
 &lt;br /&gt;
The Summer Sun is a [[army#Size|large]] army, known for its [[Army_qualities#Relentless|ruthless]] commitment to the arts of war, and its indomitable fighting spirit.&lt;br /&gt;
&lt;br /&gt;
The second Imperial Orc general leads the Summer Storm, and is appointed (or re-appointed) at the Summer Solstice.&lt;br /&gt;
{{CaptionedImage|file=AutumnHammers colour.png|align=left|width=100}}&lt;br /&gt;
&lt;br /&gt;
===The Autumn Hammers===&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Autumn Hammers was raised from the [[Ethengraw]] sept after the [[Construct Ethengraw Armoury|Black Forge]] was constructed in [[Skarsind]]. The motion to raise the army was passed by the Imperial Senate during the [[Raise Autumn Hammers|Autumn Equinox 385YE]] after the sept joined the Imperial Orcs. The army benefited from [[Mystic_scrolls_of_Estavus#Hammers_of_Fury|Hammers of Fury]] and finished raising in time for the general to be elected for the first time at the Spring Equinox 386YE. &lt;br /&gt;
 &lt;br /&gt;
The third Imperial Orc general leads the Autumn Hammers, and is appointed (or re-appointed) at the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
===Supply===&lt;br /&gt;
The Imperial Orcs have long faced a crucial challenge posed by their relatively small population. For a long time they were able to maintain two large Imperial armies in the field - but only just, and only because so many of their people were members of the legions. Until very recently it was impossible for them to raise a new army, and if one of their existing armies were wiped out it was certain that it would be difficult for them to replace it. Imperial Orc generals learned to be careful about how they deployed their forces - preserving lives where they could - to keep the nation vital.&lt;br /&gt;
&lt;br /&gt;
Gaining Skarsind gave the Imperial Orcs a homeland but did nothing to remedy the limitations of their sparse numbers. When the [[Highguard|Highborn]] liberated [[Reikos]], they were able to supply a fourth army as much because the people of Reikos stood ready to be part of that army as because of the wealth and prosperity the [[territory]] eventually regained. The few original inhabitants of Skarsind who still dwell there are Wintermark humans - so there is no indigenous population to swell their ranks.&lt;br /&gt;
&lt;br /&gt;
This situation was somewhat mitigated by the [[383YE_Spring_Equinox_winds_of_war#Mission|raid on Beoraidh]] at the beginning of 383YE. With the support of the Winter Sun, a significant Imperial force launched a surprise attack on the [[Grendel]] town of [[Bay_of_Catazar#Beoraidh|Beoraidh]] on the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]]. A large number of trained gladiators and orc slaves intended to be cannon fodder for the Grendel armies were liberated and brought safely back to Skarsind. With an influx of skilled warriors, enthusiastic supporters of the nation that helped free them from bondage, the Imperial orcs could raise a new army - &#039;&#039;provided&#039;&#039; they could gain a second [[territory]] - or in the tragic event that one of the existing Imperial Orcs armies were destroyed. &lt;br /&gt;
&lt;br /&gt;
==Army Orders==&lt;br /&gt;
Following the [[385YE_Winter_Solstice_Senate_sessions#Prospecting_in_Skarsind|decision]] of the Imperial Senate to send prospectors and miners to [[Standing_in_the_sun#Thirsty_Fires|investigate the hills]] of Skarsind the Black Forge has access to enough metals to support orcs from across the nation.&lt;br /&gt;
&lt;br /&gt;
Any Imperial Orc army can take the &#039;&#039;forge hammers&#039;&#039; defensive order, provided they are in Skarsind. The army musters at the Black Forge, and the smiths there work night-and-day to resupply them with the armaments they need - whether they are veterans or new recruits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Can use the order to camp around the Black Forge in the hills of Skarsind above Gildenheim&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is increased by three tenths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;For each wain of mithril used for emergency resupply provides an additional 5 army strength&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army camp around the Black Forge, which turns mithril into the finest quality weapons and armour. The smiths both repair and replace the armaments of veteran soldiers, and provide new recruits with a top-tier loadout. The army is ready to defend the territory, and inspired by the Epic of the Ethengraw, they will make the enemy fight for every inch of ground they try to claim. Only one army can use this order at a time; if more than one army uses it all armies involved instead take the [[Army_orders#Heroic_Stand|heroic stand]] order.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Imperial Orcs Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_leadership&amp;diff=133352</id>
		<title>Imperial Orcs leadership</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_leadership&amp;diff=133352"/>
		<updated>2026-01-19T22:28:30Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Senator Vio.jpg|align=left|caption=Irontide Vio was the first [[Senator]] for [[Skarsind]] - indeed the first Imperial Orc Senator - shown here with one of the many trophies&amp;lt;br&amp;gt;the Imperial Orcs have taken in battle.|width=550}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Few Imperial orcs have much time for or interest in the sophisticated political intrigues so popular in places such as the [[The League|League]]. They are perfectly capable of understanding that a senator might say one thing and mean another, but among themselves they expect plain talking. In part this is because Imperial Orcs expect and demand an unyielding chain of command. Leaders amongst the orcs will usually explain the details of a plan because they want their followers to understand it, but they rarely if ever feel the need to justify it. In the view of most Imperial Orcs you either trust your leaders implicitly or you choose someone different to follow. Undermining your leaders weakens the nation, and is regarded with contempt when done to advance your own position.&lt;br /&gt;
&lt;br /&gt;
Before the coming of the septs, Imperial Orc society was organised into [[Imperial_Orcs_military_concerns#The_Legion|individual legions]], tight-knit groups of warriors who lived and fought together as part of one of the Imperial Orc armies. That situation is slowly changing with some Orcs preferring to join coteries. Originally a Yerende idea, a coterie is simply a group of orcs who unite behind a common purpose, plan or shared goal. Coteries appeal to those who seek a future outside of the Summer Storm, the Winter Sun, and the Autumn Hammers. Like reaver bands, they can offer more personal freedom, but they still satisfy the desire to be part of something significant, providing a close sense of kinship and mutual bonds around shared goals. Although they are unlikely to compete with the status and importance of the legions for many years yet, their importance is likely to grow as the new septs establish themselves.&lt;br /&gt;
&lt;br /&gt;
When the Imperial Orcs had no [[territory|territories]] of their own, they did not possess senators. As a result, the effective leadership of the nation lay with the warlords, the nominated leaders of the [[Imperial_Orcs_military_concerns#The_Legion|individual legions]] and most especially with the two Imperial Orc [[general|generals]]. Generals were chosen by bouts between legion members under rules agreed when the orcs joined the Empire. When they gained control of the territory of [[Skarsind]], this process was abandoned in favour of appointing a senator who in turn appointed both generals.&lt;br /&gt;
&lt;br /&gt;
This limited enfranchisement reflects the Orcs martial history and their [[Orc#Revel_in_Battle|militaristic nature]]. For a time, the Imperial Orcs appointed their senator through a vote of all &amp;quot;soldiers&amp;quot;. Attempts exactly to define who a soldier was caused confusion, however, and within a few short years the practice was abandoned in favour of the new method. The new method was settled on following the landmark [[mandate]] upheld by the Imperial Orcs [[Assembly#The National Assemblies|assembly]] in Autumn 382YE, and then [[382YE_Summer_Solstice_Synod_judgements#Judgement_24|put into practice]] by &#039;&#039;&#039;Irontide Lok&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Appointing the Senator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Every time an Imperial Orc allocates a [[military unit]] to [[Military_unit#Supporting_an_Army|support]] an [[army|Imperial army]], they receive votes. A military unit provides 10 votes, plus an extra 2 votes for each time it has been [[Military_unit#Upgrades|upgraded]]. Only the actual rank of the military unit counts in this calculation. [[Enchantment|Enchantments]], [[curse|curses]], penalties or bonuses for downtime effects and so on have no effect. When the senator is elected, the number of votes they have accrued over the previous year is tallied.&lt;br /&gt;
&lt;br /&gt;
Characters new to the nation who have a military unit personal resource are assumed to have spent the previous year supporting an Imperial army. Likewise, players with a military unit who have missed an event are similarly assumed to have supported an army. We&#039;ve made this rule for game balance reasons - so that new characters and players unable to attend every event are not unfairly penalised. If it becomes relevant, players are encouraged to create simple explanations as to how they have supported an army without showing up in the [[Imperial Roll of Honour]] or directly affecting the downtime campaign such as training new recruits, protecting supply lines, or the like.&lt;br /&gt;
&lt;br /&gt;
Rituals which magically create a military unit such as [[Conclave of Trees and Shadow]], [[Carve the Crystal Guardian]], and [[Lions of Phoenix Reach]] offer an opportunity for orcs who do not lead a military unit to participate in the election. Any season during which these rituals are in place, and the magical soldiers summoned are supporting an army, the orc who commands the [[forest]] or [[mana site]] they are drawn from will receive votes as if they owned a military unit of the same rank.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leading a territory==&lt;br /&gt;
With the Imperial Orc homeland established in [[Skarsind]], the Orcs now elect a senator to represent them in the Imperial Senate. Only an orc whose resource is in the territory whose senator is to be elected is eligible to vote. Any Imperial Orc citizen can stand for election as [[senator]], regardless of their home territory.  &lt;br /&gt;
&lt;br /&gt;
Once the candidates have made themselves known, each in turn is invited by the egregore to present an item of [[worth]] and explain its significance to the candidate or the nation. The egregore has recommended this method because the Orcs need to be represented by someone who can hold their own in an arena where debate and the ability to express oneself are key. &lt;br /&gt;
&lt;br /&gt;
Being the leader of a [[military unit]] is a prerequisite to vote, and only those who support the Imperial armies have a say in the appointment of the senator. An Imperial Orc receives a number of votes based on the quality of their troops and how often they have supported Imperial armies over the previous years. Voting is done openly - orcs are encouraged to proudly declare the number of votes they are placing behind their chosen candidate and then stand with them. Once everyone has voted, any candidate can call for a formal count with the aid of the civil service and the egregore, or (in cases where victory is obvious) they can concede and declare the winner by acclaim.&lt;br /&gt;
&lt;br /&gt;
The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Skarsind is elected during the Winter Solstice and the senator for Mareave is elected at the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
===Incumbent===&lt;br /&gt;
The current Imperial Orc senators are listed below - see the individual territory pages for a full election history for each position.&lt;br /&gt;
* [[Mareave]] - {{#lst:Archive:All_Election_Results|Senator_for_Mareave_occupant}}&lt;br /&gt;
* [[Skarsind]] - {{#lst:Archive:All_Election_Results|Senator_for_Skarsind_occupant}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ShamanOrk-72.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shamans==&lt;br /&gt;
[[Shamans]] play an important role in the leadership of Imperial Orc society. Their link to the orc ancestors is considered to provide valuable insight and wisdom. By tradition shamans are consulted by Imperial Orc senators, generals, and warlords before significant decisions are made, so that they can provide the ancestor’s guidance. A warlord or similar individual might have a specific favoured shaman they regularly consult, but senators and generals are more likely to speak to all the shamans present. Individual Orcs also seek out shamans for advice when they make important decisions, either to receive guidance in making up their minds or to see how the ancestors feel about the course of action they have decided on.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon to ignore the advice shamans give though it should always be weighed and considered. The orcs&#039; barbarian ancestors do not understand the life of the Imperial Orcs, and their voices tend to be the loudest of those heard by the shamans. There are exceptions; some shamans possess enough wisdom that their advice is valuable even when it does not come directly from an ancestor, and other shamans have an affinity for one or more helpful ancestors whose words often seem to be more relevant to their Imperial descendants.&lt;br /&gt;
&lt;br /&gt;
{{Imperial Orcs Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;br /&gt;
[[Category:Archetype]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_military_concerns&amp;diff=133351</id>
		<title>Urizen military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_military_concerns&amp;diff=133351"/>
		<updated>2026-01-19T22:28:09Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Urizen at War.jpg|align=left|width=700|title=They may only contribute a single army to the Imperial military, but that army possesses an influence that belies its size.|caption=Urizen are not pure theoreticians; they apply their mastery to change the world.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Urizen contribute only a single army to the Imperial military, but they have a history of critical arcane assistance in wars against the Empire&#039;s magically capable enemies. This history began even before they joined the Empire, with several notable Urizen magicians providing pivotal assistance to the Empire in the war against [[Alderei the Fair]] and the [[volodny]] sorcerers. This earned them the hatred and enmity of the volodny, but it created a precedent for future conflicts. When the Imperial armies march to war against a foe that uses magic, the Urizen magicians work to provide what support they can.&lt;br /&gt;
&lt;br /&gt;
Swords, spears and glaives are the favourite weapons; axes, maces and flails are considered to be heavy and ungainly weapons by many. Urizen masters teach their students to see a weapon as a tool to control the space around them; they prefer longer weapons with which they can keep an enemy at a distance. The Urizen disdain wrestling and pugilism. This is partly a result of their desire to keep people outside their personal space, but fighting without a weapon is seen as ineffectual and barbaric — a waste of effort and energy that is the very opposite of the [[Net of the Heavens]] and a higher mind. “&#039;&#039;Animals fight with their hands&#039;&#039;” is a common rebuke for Urizen children caught fighting.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Merrow-possibly-from-morrow.jpg||title=Sentinel|caption=The prowess of warriors of Urizen makes them an important element of the Imperial armies|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Citadels and Fortifications==&lt;br /&gt;
In theory, each Urizen [[Spires|spire]] maintains its own defences, but it is common for spires to collaborate to construct a spire in such a way that it can protect all its neighbours. These military spires — called citadels — are built at strategically important points and are usually heavily fortified. Citadels are often constructed on Urizen&#039;s borders, where they can guard important passes, but there are dangers throughout the mountains of Urizen. Brigands and bands of indigenous orcs threaten civilisation and the many powerful [[regio|regios]] that afflict the region create problems of their own. The [[Urizen Culture and Customs#Heliopticon|heliopticon]] allows the transmission of messages between spires without the need to traverse the dangerous valleys and passes that lie between them, enabling citadels to respond quickly to incipient threats.&lt;br /&gt;
&lt;br /&gt;
Citadels attract individuals of a martial bent from all over the nation, and most are led by a [[sentinel]], a dedicated warrior whose skill has earned them the respect of their peers. Although most Urizen view skill with ritual magic as a sign of fitness to govern, ultimately it is [[arete|excellence]] they respect. Arete is about skill, precision and effectiveness with one’s chosen art; a skilled warrior receives more acclaim than a careless mage. Sentinels combine study of strategy, tactics, and the mastery of weapons and armour with knowledge of history, magic, religion and philosophy. Most devote their life to the defence of Urizen and are dedicated supporters for any political decision that helps secure the nation&#039;s borders.&lt;br /&gt;
&lt;br /&gt;
Securing the nation&#039;s borders is no easy task. Urizen only has the capacity to support one army, the [[Citadel Guard]], and that force is in great demand in every conflict the Empire fights due to its unique magical attributes. The preferred solution to this problem is to create a [[fortification]], a massive stone fortress such as the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]] or the [[Redoubt#The_Walls_of_Cargo|Walls of Cargo]]. These bastions can help to defend the territory where they are constructed and slow the advance of invading troops. Temporary fortifications can be raised with powerful magic, such as [[Frozen Citadel of Cathan Canae]], but they only last a season before the ritual must be renewed. Permanent fortifications built from [[white granite]] are expensive and time-consuming to build, but they are the best way that Urizen can reliably guarantee its own safety given the small size of its population. &lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
Urizen fields one [[army|army]]: the [[Citadel Guard]]. The Urizen also have a great deal of interest in the position of [[Warmage]], appointed by the [[Conclave]] by declaration of [[Candidacy|candidacy]], to serve as a de facto general, albeit one without command of an army.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Nicassia.jpg |title=Urizen General|caption=The General of the Citadel Guard is always a weighty voice in the Military Council|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Citadel.jpg|align=left|width=100}}&lt;br /&gt;
===Citadel Guard===&lt;br /&gt;
One of the oldest continuously active armies in the Empire, the Citadel Guard (unsurprisingly) incorporates a large number of magicians, battle-magicians and sentinels trained to fight alongside them.  In addition to the skilled and well-equipped combat magicians, there are also diviners who use the magic of [[Day magic|Day]] and [[Night magic|Night]] to gather intelligence about the magical capabilities of their enemies; scouts and disciplined raiders who focus on denying those resources to the enemy; and potent ritualists who can channel the magic of the Empire to bring down [[curse|curses]] and [[enchantment|enchantments]] on the [[territory]] where the army campaigns. The army possesses the unique [[Highest discipline]] quality that allows the general to employ several unique magical techniques over the course of a year.&lt;br /&gt;
&lt;br /&gt;
The first Urizen General leads the Citadel Guard, and is appointed (or re-appointed) at the Summer solstice each year. There is a long tradition of choosing a respected sentinel for this position. Although not technically a legal requirement, the sentinels regard command of the army as crucial to the defence of Urizen, and most strive to ensure one of their own is chosen.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
Urizen is neither a populous nation, nor one that is especially martial in nature. In recent years, following the [[Druj]] invasion of [[Zenith]], Urizen has [[Commission#Insufficient_Supply|struggled to support]] the Citadel Guard, especially when the orcs of [[the Mallum]] pushed into [[Morrow]]. As of the start of the Spring Equinox 383YE, the army is stable once again, but any significant loss of prosperous land is likely to renew the risk of the army disbanding.&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* [[Sentinel]]&lt;br /&gt;
* [[Citadel Guard]]&lt;br /&gt;
{{Urizen Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushka_military_concerns&amp;diff=133350</id>
		<title>Varushka military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushka_military_concerns&amp;diff=133350"/>
		<updated>2026-01-19T22:27:05Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Schlacta.jpg|align=left|width=300|caption=A well equipped schlacta is a fearsome sight.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Varushka is a dangerous land. The hills and forests between the vales are haunted by [[Varushkan_Monster|monsters]]. There are great expanses of deep wood and dark rugged wilderness where the rule of law is tenuous at best, which provide havens for brigands, bandits, and sinister cults. Even the vales in the relatively peaceful lowlands ensure that they have plenty of warriors ready to protect them from surprise attacks, and even when traveling on the warded [[Varushkan Road|roads]] a merchant is happier when accompanied by a party of armed and armoured fighters.&lt;br /&gt;
&lt;br /&gt;
The warriors of Varushka are known in the rest of the Empire for their black humour, leather or metal scale armour, vicious axes, and grim determination to &#039;&#039;get the job done&#039;&#039; - even if it means doing things that other Imperial citizens may find distasteful. &lt;br /&gt;
&lt;br /&gt;
==Schlacta==&lt;br /&gt;
The schlacta are the most common group of professional soldiers in Varushka. They stand ready to defend the valleys that form Varushkan society. They are the defensive core that shields the people against its enemies, whether those enemies are ravening [[Varushkan Monsters|wolves]], rapacious bandits, or rampaging orcs. The schlacta tend to be the best armed and best armoured of Varushkan warriors, but they also tend to see the most combat. As professional soldiers they tend to favour the heavy weapons of war such as broad swords, war axes and bardiches. This sets them apart from other Varushkans who tend to favour weapons that are also tools – the hammer, bow or spear and most especially the woodsman&#039;s axe.&lt;br /&gt;
&lt;br /&gt;
Not all schlacta work for a boyar; any organised group of warriors that fights for a living could be called schlacta. Several travelling merchants maintain schlacta to protect themselves and their caravans. There are even mercenary bands of schlacta who offer their protection to others in return for money.&lt;br /&gt;
==Wagon Raiders and Sell Swords==&lt;br /&gt;
{{CaptionedImage|file=Wagon Raiders.png|align=right|width=400|caption=When opportunity knocks...|title=open the door}}&lt;br /&gt;
Mercenary fighters are perhaps more common here than anywhere else other than [[the League]], living rough lives drifting from contract to contract. They are often greeted with distrust by the people of the vales, but when there are bandits that need dealing with or shambling [[Varushkan_Monster#Wolves|wolves]] sighted in the nearby woods they rarely lack for employment. Most citizens view them as a necessary evil, however, and any vale that can looks to the boyar&#039;s [[#Schlacta|schlacta]] for defence rather than to itinerant sellswords.&lt;br /&gt;
&lt;br /&gt;
Some particularly brave – or reckless – Varushkans follow the tradition of the wagon raider - indeed some warriors drift back and forth between sell sword and wagon raider as the opportunities present themselves. These opportunists seek their fortunes by launching forays into barbarian lands to grab whatever riches can be found. They live in tight-knit communities of hard-bitten veteran soldiers, forming well-defended wagon trains. The wagon raiders are especially skilled in the use of shields, and these hardened gangs are adept at desperate fighting in close quarters. They are also treated with suspicion – there are plenty of stories of wagon raiders who bring back more terrible things than riches when they return from the deep forests.&lt;br /&gt;
&lt;br /&gt;
==Warden Fellowships==&lt;br /&gt;
As well as schlacta, Varushka is home to the [[warden]] fellowships who combine martial might with the clever use of amulets, talismans and magical devices to oppose the threats of the Varushkan wilderness. Many wardens are champions of [[The Law|Imperial Law]], and they are often seen as romantic, dashing and above all heroic figures by the people of the vales.&lt;br /&gt;
&lt;br /&gt;
Not all Warden fellowships are popular however. The Company of the White Stag is a warden fellowship of [[changeling|changelings]] who concentrate on fighting [[Varushkan Monsters|monsters]]. Their natural confidence drives them to seek ways to destroy these creatures wherever they can, often taking risks far beyond what their peers consider good sense.&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
Varushka currently fields three [[army|armies]]: the &#039;&#039;Army of the Northern Eagle&#039;&#039;, &#039;&#039;Army of the Golden Axe&#039;&#039;, and the &#039;&#039;Army of the Boyar&#039;s Hasta&#039;&#039;. In recent years there has been some upheaval in the Varushkan armies as the nation has [[Our_choice|focused on its heritage]] in the wake of the reformation of the Iron Helms.&lt;br /&gt;
{{CaptionedImage|file=NorthernEagle.jpg|align=left|width=100}}&lt;br /&gt;
===The Army of the Northern Eagle===&lt;br /&gt;
The soldiers of this army have long experience of fighting along the northern mountains that border the [[Thule]] lands. They contain a number of expert mountaineers, ex-prospectors and other specialists who serve as scouts, and have a significant advantage over less-experienced armies when fighting in [[Army qualities#Guerilla|mountains, forests and marshes]]. Once the [[Northern Eagle]] establishes a presence in a territory, it can prove extremely hard to dislodge.&lt;br /&gt;
&lt;br /&gt;
The first Varushkan General leads the Army of the Northern Eagle, and is appointed (or re-appointed) at the Summer Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=GoldenAxe.jpg|align=right|width=100}}&lt;br /&gt;
===The Army of the Golden Axe===&lt;br /&gt;
The history of the army of the [[Golden Axe]] is a history of sustained assault, horrible battles and massive losses. The Varushkan soldiers are philosophical - someone has to do the hard work - but also adaptable. They consider themselves good at surviving against odds that would devastate other armies; they are known for ruthlessly crushing all opposition during their slow grinding advance through enemy territory. Pessimism has become the norm for the officers of this army, although their dire pronouncements of failure are often rendered incorrect by their own heroism and fortitude. In recent years they have been [[Army qualities#Driven|driven]] to embrace legacy of the Vard; to conquer what can be conquered, to bar their door against what cannot be defeated, and to endure what must be endured without flinching.&lt;br /&gt;
&lt;br /&gt;
Furthermore, as of the Summer Solstice 383YE, the Golden Axe is a [[Imperial_army#Enlargement|large]] army, reinforced by [[Our_choice#The_Wealth_of_Varushka|the wealth of Varushka]] with the aid of the mining families of Moresvah in Karsk..&lt;br /&gt;
&lt;br /&gt;
The second Varushkan General leads the Army of the Golden Axe, and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=IronHelms.png|align=left|width=100}}&lt;br /&gt;
===The Army of the Iron Helms (Destroyed)===&lt;br /&gt;
The first army to bear this name fell victim to the budget reforms of Empress Mariika. In 379YE, the Senator for [[Karov]], Maximov Goraniv Strascovich, received authority from the [[Senate]] to [[Raise Varushkan army|raise]] the army. It was completed shortly before the Winter solstice 380YE. The core of the army is made up of former followers of a [[Varushkan_Monster#Sovereigns|sovereign]] known as the Charnel Lord. The [[Iron Helms]] are renowned for their [[Army_qualities#Cruel|cruelty]], employing merciless strategy against those they face in war.&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox 386YE, the Iron Helms joined the attempt to drive the [[Druj]] out of [[Therunin]]. Unfortunately, they and their fellow Imperial armies were massively outnumbered and snared by a [[Under eastern skies|magical trap]]. The Iron Helms fell securing the escape of their fellows into [[the Barrens]] - but in an event some claim bordered on the miraculous the soldiers  [[Under_eastern_skies#Onwards_Through_the_Snow|continued to fight]] even after they had been slain. The army disbanded, but that did not quench their thirst for the blood of the Druj.&lt;br /&gt;
&lt;br /&gt;
The third Varushkan general led the Army of the Iron Helms, and was appointed at the Spring Equinox each year.&lt;br /&gt;
&lt;br /&gt;
==Army Orders==&lt;br /&gt;
&amp;lt;!--Following months of wrangling, a major rift has grown between the armies of Varushka and those of [[the Brass Coast]] and [[Wintermark]] over the use of pragmatic military strategies. During the Spring Equinox 382YE, the Varushkan people [[Our_choice#Prepare_for_Difficult_Choices|chose to stand]] with the Iron Helms and disregard the criticism of these nations. Whenever a Varushkan army is involved in the same campaign as a Wintermark or Brass Coast army, the [[Campaign_outcome#Victory_Points|victory points]] they generate will be reduced by a tenth. If armies from both nations are present, the penalty will increase to a fifth.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The [[Thousands_or_more#The_Swords_of_Nearweald|fortified barracks]] in [[Ossium#Nearweald|Nearweald]] allows any Varushkan armies in [[Ossium]] to take the &#039;&#039;Hospitality of the Boyars&#039;&#039; defending order for as long as the armoury is maintained,&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can be used by a Varushkan army in the territory of Ossium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are decreased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army receives additional [[Casualties#Natural_Resupply|natural resupply]]: 250 strength is distributed among all armies taking this order in the territory&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army are dispersed across the territory of Ossium, receiving the hospitality of the boyars of the vales. Commanders and officers are welcomed as guests at the armoury of Karantzy, given the opportunity to resupply their troops from the stock of weapons and armour sequestered there.&amp;lt;/box&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Varushka at War.jpg|align=centre|width=900|caption=Varushka is a hard land, and so are its people.}}&lt;br /&gt;
{{Varushka Links}}&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Archetype]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_military_concerns&amp;diff=133349</id>
		<title>Highguard military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_military_concerns&amp;diff=133349"/>
		<updated>2026-01-19T22:25:57Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=The People of Highguard.jpg|title=Demons run when good people go to war|caption=Guardians, cataphracts, and unconquered fight together to protect their nation, and to safeguard human destiny.|width=500|align=right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Highguard has a military heritage of which it is justly proud. Most Highborn serve with one of the three Highborn armies as part of their “coming-of-age”. This service is considered necessary to the formation of Highborn character and maintains the connection between the people of today and their warrior ancestry. Most skills can be put to use in a military context, although those serving as medics, quartermasters and ancillary troops do not earn as much respect as their more warlike colleagues.&lt;br /&gt;
==Guardians==&lt;br /&gt;
Most Highborn return to their [[chapter]] after leaving the army. The most skilled soldiers become part of the elite guards that protect the chapter against barbarians and other threats. These warriors, called guardians, train daily with their comrades learning to fight as a unit in close formation. Chapters outfit their guardians with weapons and armour and most provide a surcoat adorned with the chapter’s heraldic device, usually in black and white or similarly contrasting colours. Some groups of guardians choose to specialise, training to become cataphracts or unconquered, in line with the oldest martial traditions of the Highborn.&lt;br /&gt;
==Cataphracts==&lt;br /&gt;
In the earliest days of Highguard, the cataphracts rode into battle on mighty war horses, devastating their enemies with shield and lance. Today the horses are gone, but the cataphracts remain, embodying a warrior tradition that embraces the highest virtues of the Imperial Faith. Heavily armoured, they serve as living standards, encouraging and supporting those who fight alongside them with their commitment to achieving victory. The best of them burn with fervour, filling them with righteous fury when they face the enemies of the Empire in close combat. Likewise, when an army must fall back, it is the cataphracts who guard the retreat.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Unconquered==&lt;br /&gt;
The counterpart to the cataphracts are the [[unconquered]]. These skilled warriors undertake scouting missions, employ sabotage and terror as weapons to weaken their foes, and seek out specific targets on a battlefield. In contrast to the archers and skirmishers of many other nations, the unconquered favour medium armour and short bows, and are not shy about engaging in close combat with hand weapons if the tides of battle make retreat-and-fire an unappealing option.&lt;br /&gt;
{{CaptionedImage|file=BurntForehead.jpg|align=left|width=270}}&lt;br /&gt;
The unconquered are used to operating with a high level of autonomy, often behind enemy lines or in unknown territory. Despite this independence, the best of them know that they operate as one part of a larger plan, that their duty is to ensure that the forces they accompany achieve victory. Unconquered who arrogantly assume they can win the day all by themselves generally meet unpleasant ends.&lt;br /&gt;
==The Vigilant War==&lt;br /&gt;
Highborn generals and soldiers alike embrace the concept of a vigilant war. This principle teaches that strong defences and preemptive strikes are the most effective way to curtail an enemy’s ability to be an aggressor, minimising the impact on civilians, and making it the most practical and moral solution to the matter of war. On the battlefield their troops work together to utterly overwhelm their enemies as quickly as possible, cataphracts driving them from the field while the unconquered deny them any chance to regroup and counter-attack.&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
Highguard fields four [[army|armies]]: the &#039;&#039;Granite Pillar&#039;&#039;, the &#039;&#039;Seventh Wave&#039;&#039;, the &#039;&#039;Valiant Pegasus&#039;&#039;, and the recently raised &#039;&#039;Pilgrim&#039;s Defiance&#039;&#039;. &lt;br /&gt;
{{CaptionedImage|file=GranitePillar.jpg|align=right|width=100}}&lt;br /&gt;
===The Granite Pillar===&lt;br /&gt;
The guardians of the [[Granite Pillar]] are usually arrayed in heavy armour with shield and sword, supported by cataphracts and martially inclined [[magister|magisters]]. They practice tactics designed to emphasise their [[Army qualities#Disciplined|discipline]], and are always accompanied by military chaplains who dedicate themselves to supporting and blessing the soldiers, helping them to remain focused on the battlefield and highlighting the virtues of [[Loyalty]], [[Courage]] and [[Pride]]. &lt;br /&gt;
&lt;br /&gt;
The first Highborn General leads the Granite Pillar army, and is appointed (or re-appointed) at the Summer Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=SeventhWave.jpg|align=right|width=100}}&lt;br /&gt;
===The Seventh Wave===&lt;br /&gt;
While the core of the [[Seventh Wave]] is heavily armoured guardians, it is supported by a number of unconquered, scouts, skirmishers and magicians. The army makes great use of mixed-arms tactics, supporting shield-and-sword with bow, or bow with polearm and pike. They are adept [[Army qualities#Scouting|scouts]], capable of quickly sizing up their enemies and giving clear reports on all elements of the military campaigns in which they are involved. Shortly before the Summer Solstice 383YE, the Seventh Wave [[Enlargement_of_the_Seventh_Wave|became a large army]].&lt;br /&gt;
&lt;br /&gt;
The second Highborn General leads the Seventh Wave, and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=ValiantPegasus.png|align=right|width=100}}&lt;br /&gt;
===The Valiant Pegasus===&lt;br /&gt;
The [[Valiant Pegasus]] has served for almost a decade; mustering was completed in 378YE. Initially, the force incorporated some of the finest Highborn siege architects and was well prepared both to take advantage of Imperial [[fortifications]] and bring down barbarian strongholds. Following the [[Iron_and_wine#Opportunity: The Quality of Mercy|opportunity]] offered by the celebration of [[Empress Lisabetta]], the Valiant Pegasus refocused its efforts to the [[Army_qualities#Physick|preservation of life]] on the battlefield, supported by many apothecaries. As a new army, it has yet to establish a particular identity or reputation for itself.&lt;br /&gt;
&lt;br /&gt;
The third Highborn General leads the Valiant Pegasus, and is appointed (or re-appointed) at the Spring Equinox each year.&lt;br /&gt;
===The Pilgrim&#039;s Defiance===&lt;br /&gt;
The [[Pilgrim&#039;s Defiance]] were raised during the Spring Equinox 387YE. Raised from the grey pilgrims who had [[The_war_of_thorns_and_flowers#Highguard|returned]] to Highguard following the call of the Highborn Assembly, the mustering of the army was quickened by the [[387YE_Spring_Equinox_Senate_sessions#Assign_Regalia_to_Generals_of_Highguard|assigning of regalia]] to the generals of Highguard. [[Banners_and_bells|Mustering]] completed in just six months, shortly before the Autumn Equinox 387YE. The army was named for the return of the [[grey pilgrim|grey pilgrims]], and endorsed the army&#039;s focus on [[Banners_and_bells#Devotion_To_Virtue|devotion to virtue]]. &lt;br /&gt;
&lt;br /&gt;
The fourth Highborn General leads the Pilgrim&#039;s Defiance, and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;“We are the thunder on the earth, we are the steel tide that drowns the foe.”&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Thundering Tide (Defunct)===&lt;br /&gt;
The venerable Thundering Tide was composed of the descendants of the old Highborn light cavalry units. They adapted their mounted tactics as best they could, becoming experts in [[Army_qualities#Skirmishing|manoeuvrable]], fluid tactics designed to outflank their opponents. Many soldiers of the Thundering Tide were trained to fight with [[Weapons_%26_armour#Polearms|pole-arms]] - an echo of the lances they once used to ride down the enemies of Highguard.&lt;br /&gt;
&lt;br /&gt;
The army was disbanded by [[Empress Mariika]] as part of the sweeping changes she made in pursuit of saving the Empire from bankruptcy. The last general of the Thundering Tide, Abishai of Judah&#039;s Evasion, took his own life after. Many of the unconquered and cataphracts that used to belong to this army would go on to join the Seventh Wave.&lt;br /&gt;
==Army Orders==&lt;br /&gt;
* &#039;&#039;&#039;Highborn armies can take the &#039;&#039;Protect the Innocent&#039;&#039; order when attacking&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following the [[Banners_and_bells#A_Last_Crusade|end of the final crusade]], the [[387YE_Summer_Solstice_Synod_judgements#Judgement_6|Highborn Assembly embraced]] the [[opportunity]] to protect the innocent.&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Protect the Innocent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are reduced by a tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is reduced by a tenth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any orders to an allied army in the same territory that increase casualties are changed to balanced attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The presence of an army fighting to protect the innocent in a territory is always obvious to other armies in the same territory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Highborn army instructed to protect the innocent will still push forward, but they will do so cautiously and with a focus to ensure that innocent bystanders are not to be harmed. The general&#039;s orders will identify who the army is seeking to protect, but provided they are clear, then the force will do everything it can to save the lives of those the general ordered spared - even if that means stopping an allied Imperial army from attacking. This will inflame tensions between the two forces, but they will not come into armed conflict. Imperial discipline will be sufficient to prevent one Imperial soldier cutting down another - just.&lt;br /&gt;
&lt;br /&gt;
Progress will be slow, because of the sacrifice needed to ensure that the innocent on all sides are protected. The army and their allies will kill less of the enemy, simply because of the abundant caution shown by the soldiers. Any allied force in the same territory that submits the following orders [[Army_qualities#Cruel|Merciless Onslaught]], [[Army_qualities#Cunning|Whatever it Takes]], [[Army_qualities#Glorious|Triumphant Charge]], &lt;br /&gt;
[[Army_qualities#Hard_Bitten|Make them Pay]], [[Army_qualities#Relentless|Cut Them Down]], [[Army_qualities#Thornbound|Poison Thorns]],  [[Army_qualities#Venomous|Fire in the Blood]] or any similar order that increases casualties inflicted will be replaced with a balanced attack.&lt;br /&gt;
&lt;br /&gt;
Trying to protect the innocent does not prevent &#039;&#039;enemy&#039;&#039; forces from issuing orders to spread bloodshed and mayhem, but it will help to mitigate some of the worst effects.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Highguard Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Highguard]]&lt;br /&gt;
[[Category:Archetype]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_military_concerns&amp;diff=133348</id>
		<title>Navarr military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_military_concerns&amp;diff=133348"/>
		<updated>2026-01-19T22:25:50Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NavarrGoToWar.jpg|title=Warpaint allows Navarr warriors to display their commitment to the coming fight.|caption=War is not a game.|width=600|align=left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
War is not a game, it is a life-and-death conflict. Most Navarr warriors have little interest in forming battle lines and engaging their enemies in honourable battle. They are pragmatic, and favour war through ambush, skirmish and guile. They disdain heroic charges and single combat with enemy leaders - better to fade back and draw the enemy into a trap than face them in one-on-one combat.&lt;br /&gt;
&lt;br /&gt;
The warriors of the Navarr have two primary areas of interest. They are concerned with the defence of the Steadings and Stridings against bandits and barbarians. They also take responsibility for fighting the forces of the [[vallorn]]. The vallorn represents a hostile environment, replete with dangerous plants and monstrous insects. These creatures make infrequent incursions into Imperial territory, and the Navarr are at the forefront of driving them back. They also prepare for the day when they will be able to assault their enemy directly, both by scouting the areas of vallorn influence, and by locating areas that might serve as bases of operation, or recruiting allies to help in the inevitable challenge of defeating the vallorn&#039;s progeny. &lt;br /&gt;
&lt;br /&gt;
Donning warpaint – often embellished with a stylised thorn motif – is an important pre-battle ritual and warrior bands work together to paint each other. By donning warpaint, the Navarr warriors display their commitment to the coming fight. Members of a Steading or Striding will often use similar themes, colours or designs to give themselves a clear battlefield identity as a unit, in the same way that other nations use livery or heraldry.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;“You can’t betray your enemies.”&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Leather and chain mail are favoured along with the ubiquitous barbed spear, which honours the original spears wielded by the Navarr forebears. Shields, when used, are narrow and fluted, barely wider than the wielder and often heavily decorated with the thorn motif. &lt;br /&gt;
&lt;br /&gt;
==Thorns==&lt;br /&gt;
Those Navarr who devote themselves specifically to war are called [[thorn|Thorns]], who form a professional warrior caste of the Navarr. Like [[brand|brands]], Thorns make an active decision to commit themselves to their chosen course; they literally swear to be ready at all times to fight in the defence of their community. They mark their oath, usually with a tattoo but many also choose to don warpaint each day. This ritual ensures that they remain focussed regardless of where they are. By marking themselves out in this way they make their identity and pledge clear and remind others that they are ready to fight. &lt;br /&gt;
{{CaptionedImage|file=MerrynFarkas.jpg|title=Merryn Farkas, of the Ruis Farkas, served as General of the Quiet Step.|caption=Fight to live, do not live to fight.|width=500|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
The Navarr field two [[army|armies]]: the &#039;&#039;Black Thorns&#039;&#039; and the &#039;&#039;Quiet Step&#039;&#039;. &#039;&#039;Isaella&#039;s Dance&#039;&#039; was destroyed shortly before the Winter Solstice 386YE.&lt;br /&gt;
{{CaptionedImage|file=BlackThorns Colour.png|align=left|width=100}}&lt;br /&gt;
===The Black Thorns===&lt;br /&gt;
This [[Imperial_army#Enlargement|large]] army is especially [[Army qualities#Fast|fast]] moving, able to cross great distances very quickly. They are especially adept at using the trods to move large numbers quickly, and have excellent logistical support as well as several covens of [[Navarr magical traditions#Vates|vates]] and apothecaries who help restore troops after forced marches. They have a knack, historically, of turning up just in time to help tip the outcome of a campaign.&lt;br /&gt;
&lt;br /&gt;
The first Navarr General leads the [[Black Thorns]] army, and is appointed (or re-appointed) at the Summer Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=QuietStep Colour.png|align=left|width=100}}&lt;br /&gt;
===The Quiet Step===&lt;br /&gt;
The army of the Quiet Step is loosely organised, allowing individual components a certain amount of leeway to operate as they see fit, but benefiting from a central logistical core. They were once known for their experienced scouts capable of quickly gathering information about the enemy armies they encounter. They are equally adept at facing barbarian orcs, vallornspawn and [[Varushka|Varushkan]] monsters. Since the Winter Solstice 381YE, however, they refocused their purpose toward more aggressive tactics, employing [[Army qualities#Cunning|cunning]] strategies to confound and slaughter their foes. This shift in emphasis was effected with the assistance of the [[eternal]] known as the [[Arhallogen|Spider King]] - heralds and creatures loyal to Arhallogen sometimes accompany or support the army.&lt;br /&gt;
&lt;br /&gt;
The second Navarr General leads the [[Quiet Step]] army, and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=Isaellas Dance Colour.png|align=left|width=100}}&lt;br /&gt;
===Isaella&#039;s Dance (Destroyed)===&lt;br /&gt;
The army of Isaella&#039;s Dance finished mustering just before the Summer Solstice 384YE. The army was able to use their mastery of Spring magic and their expertise with herbs to create powerful blade venoms to apply to their weapons. These poisons were designed to kill quickly and without suffering, ensuring that the enemy did not linger in pain. The [[Army_qualities#Thornbound|thornbound]] army was founded following an [[Comes_a_time#Without_Fear_or_Favour|opportunity]] presented by critics of the Spider King.&lt;br /&gt;
&lt;br /&gt;
Isaella&#039;s Dance fought in campaigns across the Empire, especially against the [[Jotun]] in the west. Following the Autumn Equinox 386YE, however, the army was involved in vicious fighting in [[Therunin]], where the Druj had laid a [[Under eastern skies|carefully crafted trap]]. They were able to lead the other armies fighting beside them out of the magical snare the orcs of the Mallum had created, but in the process they were [[Under_eastern_skies#Now_We_Are_Ready|cut to pieces]] and ultimately disbanded.&lt;br /&gt;
&lt;br /&gt;
The third Navarr General led the army of [[Isaella&#039;s Dance]], and was appointed at the Spring Equinox each year.&lt;br /&gt;
&lt;br /&gt;
==Army Orders==&lt;br /&gt;
Before the campaign in Therunin that cost the lives of [[#Isaella&#039;s Dance (Destroyed)|Isaella&#039;s Dance]] and the [[Iron Helms]], the generals of Navarr were able to call Spears of the Pines. This warband of the [[Great Forest Orcs]] suffered significant casualties during the retreat, and as of the Summer Solstice 387YE it is not possible to call the Spears of the Pines.&lt;br /&gt;
{{:Great Forest Orcs}}&lt;br /&gt;
&lt;br /&gt;
{{Navarr Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Marches_military_concerns&amp;diff=133347</id>
		<title>The Marches military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Marches_military_concerns&amp;diff=133347"/>
		<updated>2026-01-19T22:25:41Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=YeomenBreak.jpg|align=right|caption=Hard work wins wars.|title=War is not won in a moment|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The rich Marcher soil gives rise to great military strength and, after the recent recruitment of The Tusks, four of the Empire&#039;s armies come from the Marches. Marcher generals have a reputation for being cautious, and for valuing victory more than personal glory. War is seen as work, hard dirty work, something to achieve over months of effort, not something to be won or lost in a moment. It is also seen as a shared responsibility, something that everyone who can must face together. On campaign, even Marcher generals who can&#039;t fight for whatever reason are expected to  share the same risks and privations as the common soldier, one yeoman amongst many. &lt;br /&gt;
&lt;br /&gt;
Powerful [[Marcher Household|households]] field ranks of heavily-armoured yeomen wearing their colours and fighting together. Neighbours well-used to working together fight shoulder to shoulder. The expectation of loyalty and sacrifice can make a Marcher household a fearsomely cohesive force. Traditional rivalries are put to one side when a Marcher army faces a force of outsiders, and folk who would go out of their way to avoid acknowledging each other will fight back to back against a band of invading orcs.&lt;br /&gt;
&lt;br /&gt;
The strength of the Marcher forces is derived from their long hours of toil. Arms hardened by days at the forge, cutting a forest, or threshing grain are strong enough for any fight. It is common for Marchers to wield weapons made from the tools of their labour; bills used for cutting hedges and great hammers used for driving piles are pressed into service of war. The wealthiest may march in a harness of plate but plenty have nothing more than a hard leather tunic or quilted jack they have made themselves. Their true strength is their loyalty and discipline; at their best a Marcher army is a great hedge of steel, moving inexorably forward like a harvest-gang through a field of wheat.&lt;br /&gt;
&lt;br /&gt;
Service to the Empire in one of the Marcher armies is considered an excellent coming of age for the children of a yeoman. This offers them a chance to learn a little of the outside world and to earn enough to purchase their own farm and become yeomen themselves. For a nation that prides itself on its military prowess, it also ensures a steady stream of soldiers with practical experience of battle.&lt;br /&gt;
{{CaptionedImage|file=MarcherArcher.jpg|align=left|caption=Beaters watch for thieves, vagrants, and other ne&#039;er-do-wells.|title=&amp;quot;Green&amp;quot;Jack Woodruff of Upwold, yeoman of the Applewood Levy. Some say he shot sixteen orcs in the battle; some say he shot fifteen.|width=450}}&lt;br /&gt;
&lt;br /&gt;
== Beaters ==&lt;br /&gt;
__TOC__&lt;br /&gt;
Beaters roam through the Marches, learning every part of the land, watching for thieves, vagrants and other ne’er-do-wells. Beaters are often instrumental in settling land disputes between neighbours and they still play a vital role in the tradition of [[The Marches culture and customs#The beating of the bounds|beating the bounds]]. Beaters often live off the land and most are skilled rangers or hunters. They serve as an informal police force, investigating crimes and tracking criminals. While an individual beater often associates with one or more households, they make no secret of the fact that they maintain an informal network among themselves.&lt;br /&gt;
&lt;br /&gt;
The beaters watch the boundaries and defend them against trespass until its forces can muster. They also remain vigilant for internal threats. In addition to the orcs that still occupy the more inaccessible hills and wild forests of the Marches, there are bands of Féni, the ancient people driven from the fertile lowlands centuries ago. These primitive humans cover their skin in green and yellow tattoos and launch raids against civilised Marchers to steal cattle or crops. If something or someone is raiding out of the forests or hills then the beaters are the ones who are called on to hunt it.&lt;br /&gt;
&lt;br /&gt;
In time of war, beaters serve the Marches as scouts, ranging ahead of the main force. Their experience watching the boundaries of the nation makes them useful light troops, particularly in forested areas, an excellent complement to the heavily armoured yeomen.&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
The Marches field four [[army|armies]]: the &#039;&#039;Drakes&#039;&#039;, the &#039;&#039;Strong Reeds&#039;&#039;, the &#039;&#039;Bounders&#039;&#039; and &#039;&#039;The Tusks&#039;&#039;. There has been some upheaval in the nature of the Marcher armies in recent years, following a [[Bills_or_bows|careful examination of Marcher values]] in the wake of the liberation of the [[Mournwold]].&lt;br /&gt;
{{CaptionedImage|file=Drakes.jpg|align=right|width=150}}&lt;br /&gt;
===The Drakes===&lt;br /&gt;
First led by the legendary [[Life of Tom Drake|Tom Drake]], this army is [[Army qualities#Resourceful|extremely well-supplied]] and has an excellent corps of quartermasters, allowing it to recover casualties much more swiftly than normal. Many of the soldiers in this army come from [[Mitwold]], and this has led to a reputation for dogged determination and occasional internal conflict away from the battlefield. Its ranks have been swelled in recent years with soldiers displaced from the [[Mournwold]], which has helped exacerbate the situation. As of the [[Enlargement_of_the_Drakes|Winter Solstice 382YE]], the [[Drakes]] have been [[Bills_or_bows#The_Drakes|relying on the support of their people]] to make the most of these raw recruits, and are in the process of being [[Imperial_army#Enlargement|enlarged]].&lt;br /&gt;
&lt;br /&gt;
The first Marcher General leads the Drakes army, and is appointed (or re-appointed) at the Summer Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=StrongReeds.jpg|align=right|width=150}}&lt;br /&gt;
&lt;br /&gt;
===The Strong Reeds===&lt;br /&gt;
Initially raised from the people of [[Bregasland]], there is still a strong territorial bias in the soldiers of this army. The [[Strong Reeds]] is notorious for the dour, stubborn nature of the soldiers who serve under its banner. The Strong Reeds have a long history of resisting [[Jotun]] aggression against the marshes, and have several times in their history fought alongside the [[Wintermark]] armies in [[Kallavesa]].  In recent years they have embraced much older, [[Army qualities#Secretive|secretive stratagems]], relying on skills honed by years in the fens to perfect the art of scattering into a territory and lay low in appropriate [[territory]].&lt;br /&gt;
&lt;br /&gt;
The second Marcher General leads the Strong Reeds army, and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=TheBounders.jpg|align=right|width=150}}&lt;br /&gt;
===Bounders===&lt;br /&gt;
This adaptable army attracts many [[The Marches military concerns#Beaters|beaters]] who support a solid core of [[Upwold]] soldiers and a small cadre of dedicated battlefield magicians. They are skilled skirmish fighters, able to quickly learn the lay of the land and [[Army qualities#Relentless|relentless in their pursuit]] of their enemies. Some of the best military archers in the Empire are part of the [[Bounders]] adept at bringing down their opponents with a combination of clever placement and withering storms of arrows. They are also adept scouts and trackers - unsurprising perhaps given the number of [[#Beaters|beaters]] who serve or have served under their banner. Since the Spring of 383YE, they have focused their efforts on [[Army qualities#Watchful|guarding the borders]] of the Empire.&lt;br /&gt;
&lt;br /&gt;
The third Marcher General leads the Bounders army, and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=Tusks.jpg|align=right|width=150}}&lt;br /&gt;
&lt;br /&gt;
===The Tusks===&lt;br /&gt;
The fourth Marcher Army was raised by [[Raise_Marcher_Army|Senate motion]] proposed by Henry Ward, then Senator for Upwold, during the Winter Solstice of 377YE. Mustering completed shortly before the Summer Solstice 378YE. The army of The [[Tusks]] was briefly named after [[Mournwold#Green_March|High Courage]], an ancient monument in Mournwold. This highly [[Army qualities#Disciplined|disciplined]] force saw its first major engagement when the Empire [[379YE_Winter_Solstice_winds_of_war#The_Mourning_Wind|launched its liberation of the Mourn]] in late Autumn 379YE.&lt;br /&gt;
&lt;br /&gt;
The fourth Marcher General leads the army of The Tusks, and is appointed (or re-appointed) at the Spring Equinox each year.&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;Marcher Traditional&amp;quot;&amp;gt;War is a thrice-ploughed field.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Orders==&lt;br /&gt;
* &#039;&#039;&#039;Marcher armies cannot give the Give Ground order&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marcher armies can take the Shoulder to Shoulder order&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marcher armies gain advantages when fighting in a certain territory&#039;&#039;&#039;&lt;br /&gt;
As a result of [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|mighty oaths]] sworn in 386YE, each of the four Marcher armies gains a significant benefit when fighting in their &#039;&#039;home&#039;&#039; territory. The [[Strong Reeds]] in [[Bregasland]], the [[Tusks]] in [[Mournwold]], the [[Bounders]] in [[Upwold]], and the [[Drakes]] in [[Mitwold]] operate as if they had an additional thousand strength when fighting in the relevant territory.&lt;br /&gt;
&lt;br /&gt;
Unlike other generals, the leaders of the Marcher armies are slightly restricted in the [[Army orders|orders]] they can give to their troops. Following the [[All_along_the_watchtower#Resolution|events of the Summer Solstice 381YE]], no Marcher general can issue an order to [[Army orders#Give Ground|give ground]]. If they try to do so, it will default to [[Army orders#Solid Defence|solid defence]]. &lt;br /&gt;
&lt;br /&gt;
However, as a result of a [[mandate]] enacted by &#039;&#039;&#039;Friar John of the Mourn&#039;&#039;&#039;&#039; during the Autumn Equinox 382YE, any Marcher army can now issue the defensive order to fight &#039;&#039;shoulder to shoulder&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Shoulder to Shoulder&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;For each additional Marcher army beyond the first that stands shoulder to shoulder to defend the territory, casualties suffered by all those armies and casualties inflicted by all those armies decreases by one tenth.&#039;&#039;&#039;&lt;br /&gt;
A general who gives the order to fight shoulder to shoulder relies on the legendary Marcher bill blocks to hold the enemy at bay, while units of archers loose arrows on any that come too close. The goal is not to spill blood, but simply to keep the enemy at bay for as long as possible. By fighting in disciplined ranks, the Marcher army can form an impregnable line that is difficult for any enemy to breach.&amp;lt;/box&amp;gt;&lt;br /&gt;
{{CaptionedImage|align=centre|file=Entrenche.jpg|width=900}}&lt;br /&gt;
&amp;lt;ic&amp;gt;The Marcher officer walked out into the middle of the gathered mob, slow and casual, thumbs tucked into his belt.  He took a long look around.&lt;br /&gt;
&lt;br /&gt;
“Who here’s got a neighbour they can’t stand?” &lt;br /&gt;
&lt;br /&gt;
The circle of Marchers looked tentatively one to another, a few raised hands and chuckles.&lt;br /&gt;
&lt;br /&gt;
“Quite a few of you, I see.  So let me ask you this – raiders come to burn their farm, would you go help them?” &lt;br /&gt;
&lt;br /&gt;
Nods, fist shaking, raised bills and bows. &lt;br /&gt;
&lt;br /&gt;
“Course you would, only common sense; they burn that farm this week, could be yours the week after, couldn’t it?”&lt;br /&gt;
&lt;br /&gt;
He pointed at the gaudily dressed Free Company officers swaggering about in the League lines on their flank.&lt;br /&gt;
&lt;br /&gt;
“See them?  I don’t like ‘em.  I don’t like their plumes, I don’t like them silly pantaloons, I don’t like the perfumed piss they call wine, or the way they put on airs when they talk, or their grub what’s so full of spices it gives me the gallopin’ trots.  Nope, I don’t like ‘em, not one bit.  But, them?  They’re our neighbours.”&lt;br /&gt;
&lt;br /&gt;
He pointed to the other end of the valley, where thousands of grey-skinned orcs covered the ground like blades of grass on a pasture.&lt;br /&gt;
&lt;br /&gt;
“And those motherless bastards?  They’re going to try and burn down our neighbour’s barn.”&lt;br /&gt;
&lt;br /&gt;
Rumbling growl, stamping feet, billhooks banged on the ground.&lt;br /&gt;
&lt;br /&gt;
“We proposin’ to let em?”&lt;br /&gt;
&lt;br /&gt;
Full throated roar, weapons brandished, rising chant.&lt;br /&gt;
&lt;br /&gt;
“Right then, let’s go pull the idiot neighbour’s arse out of the fire, eh?”&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{The Marches Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Marches]]&lt;br /&gt;
[[Category:Archetype]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_military_concerns&amp;diff=133346</id>
		<title>The League military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League_military_concerns&amp;diff=133346"/>
		<updated>2026-01-19T22:25:22Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NikolaiTannhauser.jpg|align=left|title=Nikolai Tannhauser of the Bloody Butchers of Temeschwar.|caption=We were soldiers once, and young ...|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Most citizens of the League who seek a military life look instead to the [[Free company|free companies]] and it is here that the nation excels. The free companies are the mercenary units for which the League is famous. Threats are considered downright rude, but most guilds still employ mercenaries; only a fool relies on the rules alone to protect their interests. After all, not everyone &#039;&#039;in&#039;&#039; the League is &#039;&#039;of&#039;&#039; the League. &lt;br /&gt;
&lt;br /&gt;
Joining a free company is a serious undertaking. A free company is like a guild; members are expected to show the same loyalty, and that loyalty will be tested on the field of battle. Although free companies are renowned for their discipline on the battlefield, they are equally notorious for their riotous behaviour on the streets. Not for nothing are their members called [[Bravos|bravos]], fighting by day and drinking through the night. When two free companies are housed in the same city then rivalry easily spills over into violence. Brawls and duels abound and running battles in the streets are not unknown. The leaders of the free companies turn a blind eye as long as the bills for the damage do not mount too high, and as long as civilians are left out of the conflict. The Imperial authorities turn a blind eye provided nobody is reported killed. &lt;br /&gt;
&lt;br /&gt;
If the League lack military numbers, they strive to make up for it with competent generals. League tacticians are a byword for brutal brilliance; shrewd people prepared to contemplate the unthinkable to achieve victory. General Anke Carsten von Temeschwar infamously stated “&#039;&#039;I am an artist, the battlefield is my canvas&#039;&#039;” when called before the Synod to justify the cruel tactics she employed against the barbarians. &lt;br /&gt;
&lt;br /&gt;
Crossbows are very much in favour with the League – anyone from wealthy merchants to street bravos might tote one of these exquisitely made devices and the free companies have taken them up with great enthusiasm. While they may lack the range of a Marcher longbow, they are just as effective at short range. Crossbows are easy to produce and simple to master. Once the crossbow is cocked and ready, physical strength is irrelevant. There are not many bow users in the League, and it is considered more of a &amp;quot;hunting weapon&amp;quot; than a weapon of war.&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
At the height of the Empire&#039;s power the League was able to field two armies, but when the territory of [[Holberg]] fell under the control of barbarians, the need for soldiers to defend the city absorbed what military strength they could spare. When the League reclaimed Holberg they rebuilt the Towerjacks army and now once again two League banners fly over the battlefields of the Empire. It is a constant frustration for many Merchant Princes that they cannot match the military strength of nations like the Marches or Dawn. However, the structure of Imperial forces does not appeal to many citizens of the League and attempts to find additional volunteers have come to nought.&lt;br /&gt;
&lt;br /&gt;
The League fields two  [[army|armies]]: the &#039;&#039;Wolves of War&#039;&#039; and the &#039;&#039;Towerjacks&#039;&#039;.&lt;br /&gt;
{{CaptionedImage|file=WolvesOfWar.jpg|align=left|width=100}}&lt;br /&gt;
===The Wolves of War===&lt;br /&gt;
The [[Wolves of War]] are an extremely versatile fighting force. Many of the soldiers in this army are [[bravos]] from the roughest parts of [[Temeschwar]] and [[Tassato]], supported by talented engineers from [[Holberg]] and [[Sarvos|Sarvosian]] scouts. They are also adept at working with [[Army qualities#Mercenary|mercenary]] troops, taking advantage of the great wealth of the League to employ specialist units to help them on campaign.&lt;br /&gt;
&lt;br /&gt;
In Autumn 378YE, the [[Dawn|Dawnish]] [[Archmage]] of Autumn, Maurice de Gauvain, took clever advantage of a rare conjunction to gather the [[ilium]] needed to place a permanent [[Bound by Common Cause]] [[enchantment]] on the Wolves of War. This enchantment greatly enhances the ability of the army to work with Imperial [[military unit|military units]]. It coincidentally means that the General of the Wolves of War is subject to a [[roleplaying effects|powerful magical influence]], but it remains to be seen how far-reaching this effect will be.&lt;br /&gt;
&lt;br /&gt;
The first League General leads the Wolves of War army, and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=Towerjacks.jpg|align=right|width=150}}&lt;br /&gt;
&lt;br /&gt;
===The Towerjacks===&lt;br /&gt;
The second army of the League, the [[Towerjacks]], is expert in [[Army qualities#Siege|siege]] warfare. They were disbanded in 346YE after the fall of [[Holberg]], when its officers and soldiers dedicated themselves to the defence of their home territory. A core of the army still existed and had honed their skills through a generation of holding the walls by the time the city was liberated.  With the lifting of the siege, the officers of the Towerjacks  let it be known that they were prepared to return to [[holberg spoils of war#The Towerjacks|active duty]], provided they could be returned to full strength. A [[Raise_Towerjacks_army|motion before the Senate]] during the Summer Solstice 379YE gained permission to reinstate the Towerjacks. Their resupply and recruitment were completed in Winter 379YE and a new [[general]] was appointed.&lt;br /&gt;
&lt;br /&gt;
The second League General leads the Towerjacks army, and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Flavour text contributed to by Jamie Hall --&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;A Mercenary Doctrine, Jakub the Unruly, Signeur of the Red Company, 156YE&amp;quot;&amp;gt;We, the Mercenaries of The League, exist to serve the leaders of the Empire, and bring glory to our nation. Through patronage, we arm ourselves. Through leadership, we gather in companies, and perfect our fighting styles. Through experience, we chart a bloody course across the battlefield, marching not as soldiers, but as heroes. Each nation is a crucible in which champions are forged. The apothecaries and artisans of many nations give up their wares gladly, but The League would never ask such a thing of its citizens. We value their work, and pay them a fair price for it. In turn, we ask for an honest wage, to strengthen our forces, and bring honour to our patrons. &lt;br /&gt;
&lt;br /&gt;
While the civilians of the League will lay down their quills and raise arms against the barbarians, the Free Companies lead a life of perpetual warfare, travelling as one, fighting as one, and willing to die as one, if the Empire demands it. It is this life that our wages pay for, an endless round of marching, drilling and combat. &lt;br /&gt;
&lt;br /&gt;
Our patrons - the noble princes of the League, and the wise Generals of the Empire - need only tell us where and when, and we muster, armed and armoured according to their wishes, and equipped for the enemies that face us. When battle comes, we stand united, fearless against our foes, strengthened by the knowledge that one soldier can show weakness and confusion, but a Free Company will hold the line, and march to victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{The League Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Brass_Coast_military_concerns&amp;diff=133345</id>
		<title>The Brass Coast military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Brass_Coast_military_concerns&amp;diff=133345"/>
		<updated>2026-01-19T22:25:03Z</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: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Golden Scales.jpg|align=left|width=500|caption=Most Freeborn families remember a time when each was responsible for their own defence and try to remain prepared should such times come again.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Most Freeborn [[family|families]] encourage their children to practice some martial skills. The Freeborn remember a time when the families were responsible for their own defence and they try to remain prepared in case that day should come again. Those Freeborn who are not career soldiers are by day traders, farmers and labourers, only turning to martial matters when required, though all are ready to do so.&lt;br /&gt;
&lt;br /&gt;
Many families maintain a small dedicated fighting force, usually family members who have shown a capacity for martial excellence. These warriors protect Freeborn caravans and settlements from bands of raiding orcs or adventurous bandits. Families take pride in equipping their warriors with the best equipment they can afford. These family warriors often train to fight in heavy armour in close formation. &lt;br /&gt;
==Kohan==&lt;br /&gt;
Centuries ago, the [[hakima]] began to gather Freeborn who had been disowned and turned them into a fighting force. By serving their tribe the Freeborn were able to find a way to redeem themselves. These groups were called [[kohan]], meaning without family, and their number has grown considerably over the years. Although they still accept those who have been cast out, most kohan are volunteers, individuals who find such joy in battle that they cannot give it up. They fight for the joy of battle, flinging themselves into combat with a blood-thirsty relish that can easily dispirit an enemy. Kohan often adopt flamboyant costume and grotesque body paint, the better to unnerve their enemies. When they are not fighting they are usually found celebrating their continued survival with that same intensity.&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
The Brass Coast currently fields three [[army|armies]]: the &#039;&#039;Red Wind Corsairs&#039;&#039;, the &#039;&#039;Fire of the South&#039;&#039;, and the &#039;&#039;Burning Falcon&#039;&#039;.&lt;br /&gt;
{{CaptionedImage|file=RedWindCorsairs.jpg|align=right|width=100}}&lt;br /&gt;
===The Red Wind Corsairs===&lt;br /&gt;
* &#039;&#039;&#039;[[Army qualities|Quality]]:&#039;&#039;&#039; [[Army qualities#Daring|Daring]]&lt;br /&gt;
The core of this army is made up of [[corsair|corsairs]] and for centuries the [[Red Wind Corsairs]] were the closest thing the Empire had to a naval force. Many of the soldiers who serve with this army have experience serving as sailors, and the force is supported by a number of boats and ships. The army often takes advantage of this to reinforce and support difficult positions or move quickly to areas where it can do the most good. The experienced privateers who often serve as officers excel at foraging supplies and prior to the Winter Solstice 381YE, the army was known for its enthusiastic [[Army qualities#Foraging|plundering]] of barbarian territory. After an [[opportunity]] to [[The_mother_of_morality#A_Hundred_Times_Too_Short|turn away from cruel tactics]], Gonzalo i Riqueza was sent by the Freeborn assembly to encourage the corsairs to embrace the idea of ransoming their foes rather than simply robbing them - leading the army focusing less on robbery and more on [[Army qualities#Daring|daring raids]].&lt;br /&gt;
&lt;br /&gt;
The first Brass Coast General leads the [[Red Wind Corsairs]], and is appointed (or re-appointed) at the Summer Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=TheFireoftheSouth.jpg|align=right|width=100}}&lt;br /&gt;
===The Fire of the South===&lt;br /&gt;
* &#039;&#039;&#039;[[Army qualities|Quality]]:&#039;&#039;&#039; [[Army qualities#Fast|Fast]]&lt;br /&gt;
The soldiers of this army are trained in tactics appropriate to flat, open land. Often recognised by their brightly polished armour, their warriors and supply lines are trained to be especially mobile and responsive to attacks from any direction. This gives them a marked advantage over less adaptive armies, allowing them to [[Army qualities#Fast|cover great distances very quickly]].&lt;br /&gt;
&lt;br /&gt;
The second Brass Coast General leads the [[Fire of the South]], and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=BurningFalcon.png|align=right|width=100}}&lt;br /&gt;
===The Burning Falcon===&lt;br /&gt;
* &#039;&#039;&#039;[[Army qualities|Quality]]:&#039;&#039;&#039; [[Army qualities#True Conviction|True Conviction]]&lt;br /&gt;
The first army to bear the name of the Burning Falcon met their end whilst fighting to defend the academy at Ishal in [[Kallavesa]] from the [[Jotun]] in 248YE. In 384YE, the Imperial Senate [[Raise Burning Falcon|commissioned]] the restoration of the army. It was completed shortly before the Winter Solstice 384YE. The core of the army is made up of passionate [[kohan]] willing to embrace an utter commitment to the act of war.&lt;br /&gt;
&lt;br /&gt;
The third Brass Coast General leads the [[Burning Falcon]], and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=FreebornStorm.jpg|align=right|width=100}}&lt;br /&gt;
===The Freeborn Storm (Destroyed)===&lt;br /&gt;
This first [[navy]] since the reign of [[Emperor Barabbas]] was constructed at the [[Madruga#The_Atalaya_Shipyards|Atalaya Shipways]] in [[Madruga]] over the course of 379YE. Enthusiasm for constructing the navy peaked during the [[The_Glorious_Advance|celebrations]] surrounding the Imperial victory over the Lasambrian [[orc|orcs]] in [[Segura]], and the [[Synod]] capitalised on that enthusiasm to provide additional support to the project. The navy launched for the first time just before the Winter solstice 379YE. &lt;br /&gt;
&lt;br /&gt;
The [[Freeborn Storm]] was [[381YE_Winter_Solstice_winds_of_war#To_Fool_The_Crowd|destroyed]] just before the Winter Solstice 381YE during the Grendel attack on Madruga.&lt;br /&gt;
{{CaptionedImage|file=Freeborn_warriors.jpg|align=right|width=500|caption=Freeborn warriors protect caravans and settlements.}}&lt;br /&gt;
&lt;br /&gt;
==Army Orders==&lt;br /&gt;
Months of wrangling with the people of [[Varushka]] over the use of the [[Varushka_military_concerns#The_Army_of_the_Iron_Helms|Iron Helms]] led to a major rift between the armies of the two nations. The Varushkan people [[Our_choice#Prepare_for_Difficult_Choices|chose to stand]] with the Iron Helms, disregarding the concerns of both the Brass Coast and [[Wintermark]]. As a consequence, whenever a Freeborn army is involved in the same campaign as a Varushkan army, the Vaushkans provide a tenth fewer [[Campaign_outcome#Victory_Points|victory points]]. If armies from both Wintermark and the Brass Coast are present, the penalty increases to a fifth.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 383YE, a motion to [[Raise_Burning_Falcons|refound the Burning Falcons]] was raised. The Imperial Senate did not support it, but the Freeborn national assembly sent Luis i Alamein i Guerra to [[383YE_Spring_Equinox_Synod_judgements#Judgement_82|enact a mandate]] to encourage their armies to seize the mithril they would need to support it - presumably with the intention of trying again once they could prove they had the materials. Until the start of the Spring Equinox 384YE, the Freeborn armies were on the lookout for any opportunity to acquire mithril. During that period the [[general]] of the Fire of the South was be able to issue the [[Army qualities#Foraging|plunder]] order in addition to the normal orders they could issue. If they did use that order, or if the Red Wind Corsairs used their [[Army qualities#Daring|daring raid]] order, they were likely to see a small increase in the amount of resources they took and they would be significantly more likely to acquire mithril rather than either weirwood or white granite as part of the spoils they received.&lt;br /&gt;
{{Brass Coast Links}}&lt;br /&gt;
===Freeborn Armies===&lt;br /&gt;
* [[Red Wind Corsairs]]&lt;br /&gt;
* [[Fire of the South]]&lt;br /&gt;
* [[Burning Falcon]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Brass_Coast_military_concerns&amp;diff=133344</id>
		<title>The Brass Coast military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Brass_Coast_military_concerns&amp;diff=133344"/>
		<updated>2026-01-19T22:24:53Z</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: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Golden Scales.jpg|align=left|width=500|caption=Most Freeborn families remember a time when each was responsible for their own defence and try to remain prepared should such times come again.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Most Freeborn [[family|families]] encourage their children to practice some martial skills. The Freeborn remember a time when the families were responsible for their own defence and they try to remain prepared in case that day should come again. Those Freeborn who are not career soldiers are by day traders, farmers and labourers, only turning to martial matters when required, though all are ready to do so.&lt;br /&gt;
&lt;br /&gt;
Many families maintain a small dedicated fighting force, usually family members who have shown a capacity for martial excellence. These warriors protect Freeborn caravans and settlements from bands of raiding orcs or adventurous bandits. Families take pride in equipping their warriors with the best equipment they can afford. These family warriors often train to fight in heavy armour in close formation. &lt;br /&gt;
==Kohan==&lt;br /&gt;
Centuries ago, the [[hakima]] began to gather Freeborn who had been disowned and turned them into a fighting force. By serving their tribe the Freeborn were able to find a way to redeem themselves. These groups were called [[kohan]], meaning without family, and their number has grown considerably over the years. Although they still accept those who have been cast out, most kohan are volunteers, individuals who find such joy in battle that they cannot give it up. They fight for the joy of battle, flinging themselves into combat with a blood-thirsty relish that can easily dispirit an enemy. Kohan often adopt flamboyant costume and grotesque body paint, the better to unnerve their enemies. When they are not fighting they are usually found celebrating their continued survival with that same intensity.&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
The Brass Coast currently fields three [[army|armies]]; the &#039;&#039;Red Wind Corsairs&#039;&#039;, the &#039;&#039;Fire of the South&#039;&#039;, and the &#039;&#039;Burning Falcon&#039;&#039;.&lt;br /&gt;
{{CaptionedImage|file=RedWindCorsairs.jpg|align=right|width=100}}&lt;br /&gt;
===The Red Wind Corsairs===&lt;br /&gt;
* &#039;&#039;&#039;[[Army qualities|Quality]]:&#039;&#039;&#039; [[Army qualities#Daring|Daring]]&lt;br /&gt;
The core of this army is made up of [[corsair|corsairs]] and for centuries the [[Red Wind Corsairs]] were the closest thing the Empire had to a naval force. Many of the soldiers who serve with this army have experience serving as sailors, and the force is supported by a number of boats and ships. The army often takes advantage of this to reinforce and support difficult positions or move quickly to areas where it can do the most good. The experienced privateers who often serve as officers excel at foraging supplies and prior to the Winter Solstice 381YE, the army was known for its enthusiastic [[Army qualities#Foraging|plundering]] of barbarian territory. After an [[opportunity]] to [[The_mother_of_morality#A_Hundred_Times_Too_Short|turn away from cruel tactics]], Gonzalo i Riqueza was sent by the Freeborn assembly to encourage the corsairs to embrace the idea of ransoming their foes rather than simply robbing them - leading the army focusing less on robbery and more on [[Army qualities#Daring|daring raids]].&lt;br /&gt;
&lt;br /&gt;
The first Brass Coast General leads the [[Red Wind Corsairs]], and is appointed (or re-appointed) at the Summer Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=TheFireoftheSouth.jpg|align=right|width=100}}&lt;br /&gt;
===The Fire of the South===&lt;br /&gt;
* &#039;&#039;&#039;[[Army qualities|Quality]]:&#039;&#039;&#039; [[Army qualities#Fast|Fast]]&lt;br /&gt;
The soldiers of this army are trained in tactics appropriate to flat, open land. Often recognised by their brightly polished armour, their warriors and supply lines are trained to be especially mobile and responsive to attacks from any direction. This gives them a marked advantage over less adaptive armies, allowing them to [[Army qualities#Fast|cover great distances very quickly]].&lt;br /&gt;
&lt;br /&gt;
The second Brass Coast General leads the [[Fire of the South]], and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=BurningFalcon.png|align=right|width=100}}&lt;br /&gt;
===The Burning Falcon===&lt;br /&gt;
* &#039;&#039;&#039;[[Army qualities|Quality]]:&#039;&#039;&#039; [[Army qualities#True Conviction|True Conviction]]&lt;br /&gt;
The first army to bear the name of the Burning Falcon met their end whilst fighting to defend the academy at Ishal in [[Kallavesa]] from the [[Jotun]] in 248YE. In 384YE, the Imperial Senate [[Raise Burning Falcon|commissioned]] the restoration of the army. It was completed shortly before the Winter Solstice 384YE. The core of the army is made up of passionate [[kohan]] willing to embrace an utter commitment to the act of war.&lt;br /&gt;
&lt;br /&gt;
The third Brass Coast General leads the [[Burning Falcon]], and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=FreebornStorm.jpg|align=right|width=100}}&lt;br /&gt;
===The Freeborn Storm (Destroyed)===&lt;br /&gt;
This first [[navy]] since the reign of [[Emperor Barabbas]] was constructed at the [[Madruga#The_Atalaya_Shipyards|Atalaya Shipways]] in [[Madruga]] over the course of 379YE. Enthusiasm for constructing the navy peaked during the [[The_Glorious_Advance|celebrations]] surrounding the Imperial victory over the Lasambrian [[orc|orcs]] in [[Segura]], and the [[Synod]] capitalised on that enthusiasm to provide additional support to the project. The navy launched for the first time just before the Winter solstice 379YE. &lt;br /&gt;
&lt;br /&gt;
The [[Freeborn Storm]] was [[381YE_Winter_Solstice_winds_of_war#To_Fool_The_Crowd|destroyed]] just before the Winter Solstice 381YE during the Grendel attack on Madruga.&lt;br /&gt;
{{CaptionedImage|file=Freeborn_warriors.jpg|align=right|width=500|caption=Freeborn warriors protect caravans and settlements.}}&lt;br /&gt;
&lt;br /&gt;
==Army Orders==&lt;br /&gt;
Months of wrangling with the people of [[Varushka]] over the use of the [[Varushka_military_concerns#The_Army_of_the_Iron_Helms|Iron Helms]] led to a major rift between the armies of the two nations. The Varushkan people [[Our_choice#Prepare_for_Difficult_Choices|chose to stand]] with the Iron Helms, disregarding the concerns of both the Brass Coast and [[Wintermark]]. As a consequence, whenever a Freeborn army is involved in the same campaign as a Varushkan army, the Vaushkans provide a tenth fewer [[Campaign_outcome#Victory_Points|victory points]]. If armies from both Wintermark and the Brass Coast are present, the penalty increases to a fifth.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 383YE, a motion to [[Raise_Burning_Falcons|refound the Burning Falcons]] was raised. The Imperial Senate did not support it, but the Freeborn national assembly sent Luis i Alamein i Guerra to [[383YE_Spring_Equinox_Synod_judgements#Judgement_82|enact a mandate]] to encourage their armies to seize the mithril they would need to support it - presumably with the intention of trying again once they could prove they had the materials. Until the start of the Spring Equinox 384YE, the Freeborn armies were on the lookout for any opportunity to acquire mithril. During that period the [[general]] of the Fire of the South was be able to issue the [[Army qualities#Foraging|plunder]] order in addition to the normal orders they could issue. If they did use that order, or if the Red Wind Corsairs used their [[Army qualities#Daring|daring raid]] order, they were likely to see a small increase in the amount of resources they took and they would be significantly more likely to acquire mithril rather than either weirwood or white granite as part of the spoils they received.&lt;br /&gt;
{{Brass Coast Links}}&lt;br /&gt;
===Freeborn Armies===&lt;br /&gt;
* [[Red Wind Corsairs]]&lt;br /&gt;
* [[Fire of the South]]&lt;br /&gt;
* [[Burning Falcon]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dawn_military_concerns&amp;diff=133343</id>
		<title>Dawn military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dawn_military_concerns&amp;diff=133343"/>
		<updated>2026-01-19T22:24:40Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=DawnishHero.jpg|title=Not every noble possesses a plate harness, but every noble looks for opportunities to engage their foes face-to-face.|caption=Those who actively pursue glory, especially on the battlefield, are often referred to as knights.|align=left|width=600}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Dawn currently maintains four armies to fight in the Imperial wars but when Imperial fortunes have not permitted, that number has been reduced. Very few endeavours provide as many opportunities for glory as warfare. Drawn to [[glory]] as it is, it is unsurprising that Dawn prides itself on its martial traditions. Not all nobles deck themselves in a harness of plate, but every noble looks for opportunities to fight their foes toe-to-toe. Not for the Dawnish noble is the cowardly ambush or the subversive flank - they seek to face their opponents directly.&lt;br /&gt;
&lt;br /&gt;
The rank and file soldiers are eager [[Yeofolk of Dawn|yeofolk]], seeking opportunities for glory. They are led by the most capable nobles available who share their soldiers ambitions. Few Dawnish generals will lead from the rear. While there is some glory in a well-planned battle, little compares to the glory of a lord or lady who leads their troops to victory. As such most yeofolk have an abiding respect for their military leaders, born of shared ambitions and shared dangers.&lt;br /&gt;
__TOC__&lt;br /&gt;
Shields are highly popular in Dawn, as much for their decoration as their ability to protect. Heater shields are the favoured shape, decorated with personal or household devices. Missile weapons are rare, and regarded with some suspicion. Despite their obvious uses, it&#039;s difficult to see anything glorious in shooting an enemy at thirty paces. Archery is seen as a fitting contest of skill, rather than a glorious weapon of war.&lt;br /&gt;
&lt;br /&gt;
Dawnish of any gender in the active pursuit of glory, particularly those risking their lives to do so, are often referred to simply as knights. Knightly behaviour on the battlefield is expected of nobles and yeofolk alike. Those who identify themselves as knights are stating openly that they will act gloriously. The military strength of a noble house in battle is usually expressed as the number of knights they can field.&lt;br /&gt;
&lt;br /&gt;
Those engaged upon a Test of Mettle, seeking to prove their glory, are called [[knights-errant]]. The term is used equally to describe anyone looking to prove themselves by seeking danger and adventure. Most often they are the children of noble houses, but groups of yeofolk who wish to attract the attention of the noble houses may also become knights-errant.&lt;br /&gt;
&lt;br /&gt;
Some knights-errant enjoy the life of high adventure so much that they continue the lifestyle after passing their Test of Mettle, declining the political life of a noble house. [[Questing_knight|Questing knights]], as they are usually known, usually form a tight-knit group with other, similarly minded knights, and often dedicate themselves to some great quest or higher cause that they know can never be completed. If such groups are perpetuated through the generations as newly ennobled knights join the ranks to replace losses, they usually become a recognized [[Questing_knight#Creating_a_knightly_order|knightly order]]. Such groups are usually distinctive, perhaps with a unique code of honour that every member must swear or an eternal patron to whom they swear loyalty.&lt;br /&gt;
&lt;br /&gt;
Bands of knights-errant and questing knights usually include a [[troubadour]] where possible, to inspire them to glory and to record their accomplishments for posterity.&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
Dawn currently fields four [[army|armies]]: the &#039;&#039;Golden Sun&#039;&#039;, the &#039;&#039;Eastern Sky&#039;&#039;, the &#039;&#039;Gryphon&#039;s Pride&#039;&#039;, and the &#039;&#039;Lions of Adelmar&#039;&#039;. Since the Winter Solstice 382YE, no Dawnish [[general]] can issue their army with an order to [[Army_orders#Give_Ground|Give Ground]] or make a [[Army_orders#Cautious_Advance|Cautious Advance]] thanks to a [[mandate]] enacted by &#039;&#039;&#039;Pelleas Thorn&#039;&#039;&#039; and supported by the Dawnish Assembly [[382YE_Autumn_Equinox_Synod_judgements#Judgement 47|committing]] the soldiers of Dawn to seek victory and glory on the battlefield whatever the cost. &lt;br /&gt;
{{CaptionedImage|file=GoldenSun Colour.png|align=right|width=125}}&lt;br /&gt;
===The Golden Sun===&lt;br /&gt;
When people think of Dawn their first thought is usually the nation&#039;s knights, arrayed in mail, swords gleaming, ready for battle. As befits a nation with such an emphasis on heavy armour, the soldiers who fight under the [[Golden Sun]] banner are especially [[Army qualities#Resilient|resilient]], known for their implacable, barely resistible, advances through enemy territory. There is some friendly rivalry between soldiers of the Golden Sun and the Hounds of Glory, and when their soldiers meet they often engage in contests of strength and martial might. &lt;br /&gt;
&lt;br /&gt;
Towards the end of 382YE, inspired by the recent victories and urged to seek glory through service to Dawn, thousands more yeofolk requested to join the Dawnish armies. The Golden Sun, one of the oldest armies of Dawn, [[Swords_and_sorcery#Golden_Sun|was their first choice]], probably because its general is sometimes referred to as the First General of Dawn. The Imperial Senate [[Enlargement_of_the_Golden_Sun|approved]] of this course of action, and the Golden Sun is now on track to become the first [[Imperial_army#Enlargement|large]] army in Dawnish history. . &lt;br /&gt;
&lt;br /&gt;
The first Dawnish general leads the Golden Sun army, and is appointed (or re-appointed) at the Summer Solstice each year.&lt;br /&gt;
{{CaptionedImage|file=HoundsofGlory.jpg|align=right|width=125}}&lt;br /&gt;
===The Hounds of Glory (Destroyed)===&lt;br /&gt;
The [[Hounds of Glory]] very publicly strove to be the most [[glory|glorious]] army in the Empire; while few were so gauche as to say it openly that came with the clear understanding of every Hound that that meant they were the greatest army in the Empire. The soldiers who fought beneath the banners of the Hounds of Glory prided themselves on their unstoppable nature since the army was founded. The core of the army was battle-hardened knights arrayed in gleaming armour, their shields proudly displaying their house and personal sigils. They were supported by cadres of archers and witches, but what long made them unique in the Empire was the Courage and the conviction that they drew from their surety of purpose and their commitment to glory above all other things. In battle they went where the glory was found, where the fighting was thickest, where legends were written.&lt;br /&gt;
&lt;br /&gt;
Driven by the need to prove themselves first among equals, and capitalising on the enthusiasm generated by the Dawnish victories, they recruited knights from all over Dawn and challenged each to prove their glory in ever more demanding ways. Few could have doubted their absolute commitment to their ideals, and their indomitable spirit made them a formidable force on the battlefield capable of [[Army qualities#Indomitable Glory|truly remarkable feats]]&lt;br /&gt;
&lt;br /&gt;
There was some friendly rivalry between the Hounds of Glory and the Golden Sun, and when their soldiers met they would often engage in contests of strength and martial might. &lt;br /&gt;
{{CaptionedImage|file=EasternSky Colour.png|align=right|width=125}}&lt;br /&gt;
===The Eastern Sky===&lt;br /&gt;
Fighting beneath an emerald green banner bearing the golden image of the rising sun, before the Gryphon&#039;s Pride was reformed the Eastern Sky was the youngest of the Dawnish armies. It has a long and proud tradition of defending the Dawnish heartlands from orcish aggression. They receive regular supplies from the people of Dawn; both civilians and soldiers alike possess a great deal of pride in the [[Eastern Sky]] and the families and descendants of those who have fought beneath the banner are fierce in their support. This means that the Eastern Sky can [[Army qualities#Resourceful|recover quickly]] even while on campaign. Many of the soldiers of the Eastern Sky have a particular hatred for the [[Druj]] barbarians; traditionally they are first to see the carnage the cruel orcs leave behind when they manage to gain access to an Imperial village. &lt;br /&gt;
&lt;br /&gt;
The second Dawnish general leads the Eastern Sky, and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=GryphonPride Colour.png|align=right|width=125}}&lt;br /&gt;
===The Gryphon&#039;s Pride===&lt;br /&gt;
The first army to bear this name of the [[Gryphon&#039;s Pride]] met a tragic end during a doomed attempt to capture [[the Barrens]] in 276YE. In 378YE, the Imperial Senate [[Raise_Dawnish_army_II|commissioned]] the restoration of the army. It was completed shortly before the Spring Equinox 380YE. The core of the army is made up of knights descended from the soldiers of the first army, including almost the entire fighting force of House Lionsgate, but almost every noble house in Dawn has provided stout yeofolk, noble knights, and war witches to take up arms under its banner. It is committed to glorious [[Army qualities#Conquering|conquest]] of new territory for the people of Dawn.  &lt;br /&gt;
&lt;br /&gt;
The third Dawnish general leads the Gryphon&#039;s Pride army, and is appointed (or re-appointed) at the Spring Equinox each year.&lt;br /&gt;
{{CaptionedImage|file=LionsAdelmar Colour.png|align=right|width=125}}&lt;br /&gt;
===The Lions of Adelmar===&lt;br /&gt;
The Lions of Adelmar were raised by Senate motion during the Summer Solstice 385YE. Mustering completed shortly before the Spring Equinox 387YE. &#039;&#039;&#039;Éamon Ashenmourn de Cordraco&#039;&#039;&#039;, senator for Astolat, named the army after the exemplar [[Adelmar the Lion]] and endorsed the army&#039;s focus on [[Dawn_hearth_magic#Love_and_Flowers|love]].&lt;br /&gt;
&lt;br /&gt;
The fourth Dawnish general leads the Lions of Adelmar army, and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
{{Dawn Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wintermark_military_concerns&amp;diff=133342</id>
		<title>Wintermark military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wintermark_military_concerns&amp;diff=133342"/>
		<updated>2026-01-19T22:24:27Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=Wintermark Warriors.jpg|width=500|Caption=The warrior culture crosses all three traditions. Everyone wants to be a hero.|align=left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Wintermark has a strong warrior culture. Everyone wants to be a hero, and there are many opportunities for heroic action on the battlefield. This means that while [[heroism]] does not have to mean fighting, it does for many Winterfolk. The warrior culture crosses all three traditions; while outsiders may think of the Steinr warrior in chain with runebound weapon and shield when they envision a Winterfolk warrior, the Suaq and the Kallavesi traditions stretch back to a time before the first Steinr set foot in Hahnmark.&lt;br /&gt;
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The Steinr generally prefer close melee to archery or skirmishing, most often fighting with a one-handed weapon and shield and wearing layers of mail and thick leather. Their generals are often larger-than-life figures who lead from the front and seek out the counsel of the warbands they will lead before planning their strategies – but who brook no disagreement once the plan is decided.&lt;br /&gt;
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The Suaq employ their hunting craft equally well in the forest and on the battlefield; their archers give close support to their spearmen who in turn look to attack the flanks and other weak points in their enemy&#039;s lines. Suaq generals pick their battles carefully, looking to make best use of the terrain and any situational advantage they can create for their army.&lt;br /&gt;
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Kallavesi warriors tend to favour the axe, either a shorter axe in either hand or a long handled axe near as tall as a person. In battle they often try to take on the demeanour of a ferocious animal such as a boar, wolf or bear. They are alert for omens, reading the flow of the battle around them and anticipating threats and opportunities. Kallavesi generals work closely with the shamans to pick the most auspicious locations and strategies for a battle.&lt;br /&gt;
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The generals of Wintermark, regardless of tradition, have a responsibility for their people and are expected to call a retreat if it becomes appropriate. A futile death is not a good death and once the order is given, warriors withdraw without shame or ridicule. Winterfolk strive not to rout – when they retreat it is a matter of tactics.&lt;br /&gt;
{{CaptionedImage|file=RollofHonour.jpg|width=550|caption=Some thanes reward victorious captains with marks of honour, a forerunner of the [[Powers of the Imperial Senate#Guerdon|Imperial Guerdon]].|title=The Marks of Honour shown here are laid over a map of the Thule nation of Otkodov.|align=left}}&lt;br /&gt;
==Banner-bearers==&lt;br /&gt;
At the heart of most Wintermark forces is one or more banner-bearers. The banner-bearers, also known as bannermen or bannerwomen, are an old Steinr tradition. They are warriors whose role is to inspire and enthuse the rest of the warband. Most banner-bearers are skilled warriors, but their purpose is to rouse the courage and fighting spirit of their band. The traditional responsibility of the banner-bearers is to carry a warband&#039;s banner, a difficult and dangerous job that makes it impossible to carry a shield. Even if they are not personally carrying the banner, they tend to stay close to it as it is the heart of the unit. &lt;br /&gt;
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Banner-bearers find many ways to motivate their colleagues. Steinr banner-bearers often carry instruments of war, drums, horns and the like to perform music on the battlefield to lift spirits. Kallavesi banner-bearers prefer to anoint their fellows with oils and use ancient tales to remind their comrades of past heroes. Some Suaq banner-bearers prefer to lead their warriors in song while others learn the chirurgeon&#039;s art.&lt;br /&gt;
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Winterfolk generals know that the banner-bearers are key to the battle, and encourage the Thanes to pick wisely; a few good banner-bearers can change the course of the battle with their skills. In some situations a good banner-bearer is more important than the Thanes who actually command, because their presence can keep a group of warriors focused and prevent them routing. A wise general traditionally wants to have the banner-bearers present when strategy is discussed. While the Thanes may have insight into the situation, it is the banner-bearers who are relied on to remember the plan and make sure their comrades keep to it.&lt;br /&gt;
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==Grimnir==&lt;br /&gt;
Especially important are the grimnir, Wintermarkers who have dedicated themselves to the healing arts. They combine the study of herbs and traditional healing methods with practical experience that is invaluable to the militaristic Wintermark society. While they have an important role to play on the battlefield, they have a wider role to see to the health of everyone in their hall.&lt;br /&gt;
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While Winterfolk warriors are highly valued, those who keep those warriors alive and healthy are valued even higher. By ancient tradition the grimnir are forbidden from the front lines of any conflict; they are expected to hang back and keep themselves out of harms way. After all, a dead doctor heals no warriors. Some grimnir push this tradition to the limit, staying just behind the front line, but most take their responsibility seriously and carry out their work a safe distance away from the fighting.&lt;br /&gt;
{{CaptionedImage|file=RoaringWintermark.jpg|width=650|caption=Wintermark fields four [[army|Imperial armies]].|align=right}}&lt;br /&gt;
The grimnir are denied the obvious chances for [[heroism]] that warriors can find on the battlefield. Instead they work to the last to save the lives of their comrades rather than concerning themselves with renown. Most Wintermark warriors acknowledge this sacrifice, treating the grimnir with a profound respect. The grimnir can be all that stands between a warrior and a lingering, painful, futile death. During a battle it is normal for a grimnir to be accompanied by a few warriors, often those whose life they have saved. Unlike the grimnir, these warriors do not hang back; they are expected to fight their way through to the wounded and bring them to be tended by the grimnir.&lt;br /&gt;
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The grimnir tradition began with the Suaq. In the past, the healers of the Suaq did not accompany the hunters into the wilderness but instead maintained the camp and prepared to heal those who were injured by wild beasts. The Steinr added their own traditions wherein the chirurgeon responsible for tending the wounded was also entrusted with the task of maintaining the hall or home – &amp;quot;&#039;&#039;good health is founded on a strong hearth&#039;&#039;&amp;quot;. Consequently, while most Thanes aspire to be powerful warriors, it is not uncommon for a thane to be a sworn grimnir, seeing to the health of everyone who lives in their hall.&lt;br /&gt;
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There are physicks and healers in Wintermark who are not members of the grimnir - they have not sworn the oaths to stand apart from battle and instead tend to the fallen. Such individuals are appreciated and valued, much as healers are in any land - it is merely that they do not receive the special kind of respect claimed by the grimnir by dint of the vows they have sworn.&lt;br /&gt;
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==Imperial Armies==&lt;br /&gt;
Wintermark currently fields three [[army|armies]]: the &#039;&#039;Green Shield Army&#039;&#039;, the &#039;&#039;Bloodcloaks&#039;&#039;, and the &#039;&#039;Narwhal&#039;s Spear&#039;&#039;. The armies have undergone some change in recent years. partly as a [[Fight_with_monsters|consequence of a resurgent interest in heroism]].&lt;br /&gt;
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===The Fist of the Mountains (Destroyed)===&lt;br /&gt;
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This army was supported by a number of miners, engineers and ex-prospectors, and the captains were regularly advised by clever [[Wintermark magical traditions#Icewalkers|icewalkers]] and proud [[Wintermark culture and customs#Art and History|scops]]. Centuries of fighting in the mountains of [[Sermersuaq]], [[Skarsind]] and [[Hahnmark]] left their soldiers with a reputation for caution and for an ability to fight viciously in tight spaces over vertiginous drops. By heeding the words of [[Army_qualities#Farsighted|farsighted]] advisors, the general was able to employ divination to allow them to find the perfect place to move their army. While such methods were unpredictable and difficult to make sense of, they meant the Fist of the Mountain was rarely where the enemy expected it to be - something made clear when the army prevented the Grendel from destroying the Great Harbour at [[Redoubt#Elos|Elos]] shortly before the [[To ruin|Autumn Equinox 387YE]]. &lt;br /&gt;
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The first Wintermark General led the [[Fist of the Mountains]] army, and was appointed at the Summer Solstice each year.&lt;br /&gt;
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===The Green Shield Army===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=GreenShields_Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The army of the Green Shield have fought in almost every campaign in the northern empire and have a long history of supporting the [[Varushka|Varushkan]] and [[Navarr]] armies on campaign. They are also one of the few armies outside Navarr that have any experience fighting vallornspawn, usually in [[Hercynia]]. &lt;br /&gt;
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Each soldier is equipped with an axe and a wooden shield with a green covering, usually decorated with a symbol in gold or white that marks the regiment the soldier belongs to. They are famed throughout Wintermark for their [[Army qualities#Heroic|heroic deeds]], and the presence of the Green Shields has turned the tide of battle more than once. The soldiers of the Green Shields are capable of impossible deeds, and their spirit is undiminished in the face of any threat. They know that the hero&#039;s tale ends with a good death and they are ready to pay with their lives if they must. Their esprit de corps is peerless and their commitment to battle means they are prepared to make any sacrifice to achieve what must be done. This allows their general to issue unique orders, taking enormous risks where necessary.&lt;br /&gt;
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The second Wintermark General leads the [[Green Shield]] Army, and is appointed (or re-appointed) at the Winter Solstice each year.&lt;br /&gt;
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===The Bloodcloaks===&lt;br /&gt;
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The first Bloodcloaks army was destroyed by the [[Thule]] almost a century ago. Known for their crimson cloaks, the army was composed of many [[Wintermark_military_concerns#Grimnir|grimnir]] and [[mystics]]; all save a few were slaughtered in the reign of [[Empress Brannan]] during a disastrous retreat from [[Otkodov]]. They left behind a legacy of heroism and healing that was carefully nurtured by the descendants of its physicks. The various threads of the army&#039;s tattered skein persisted - a healer here, a family there. In Spring 379YE, the Imperial Senate [[Raise_Wintermark_army|refused]] to allow Wintermark to raise the Bloodcloaks standard once again; they did not [[Raise_Wintermark_army_II|relent]] until more a year later in Summer 380YE. The army finally mustered in [[Kallavesa]] shortly before the Spring Equinox 382YE. The army contains many grimnir, [[Surgical skills#Physick|physicks]], [[Surgical skills#Apothecary|apothecaries]], and magicians versed in [[heal|healing magic]], allowing them to [[Army qualities#Physick|offer aid and respite]] to allied soldiers who fight alongside them.&lt;br /&gt;
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The third Wintermark General leads the [[Bloodcloaks]] army, and is appointed (or re-appointed) at the Spring Equinox each year.&lt;br /&gt;
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===The Narwhal&#039;s Spear===&lt;br /&gt;
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The Narwhal&#039;s Spear was founded around a solid core of Suaq enthused by the reclamation of [[Sermersuaq]], with a focus on the recognition of heroism as demonstrated by the Suaq tradition. The motion to raise the army was passed by the Imperial Senate during the [[Raise fourth Wintermark army|Winter Solstice 384YE]] following calls by the Wintermark Assembly the previous season. The Smokehouse of Atalaq was finished shortly before the [[Construct Smokehouse of Atalaq|Summer Solstice 385YE]] and the army finished raising in time for the general to be elected for the first time at the Spring Equinox 386YE.&lt;br /&gt;
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The army draws on the paths of the [[mediator]] and the [[Wintermark_magical_traditions#Icewalkers|icewalker]]; working to [[Army_qualities#Quick-Witted|uncover information]] about barbarians and ranging further afield. The army&#039;s mediators often try to encourage dealings with other nations as much as possible; it is much easier for a scout to range ahead of the main force if they can be sure of safe lodgings in foreign territories. The icewalkers use Day magic to scry their enemies but they combine it with guile and cunning to get where they need to be. &lt;br /&gt;
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The fourth Wintermark General leads the [[Narwhal&#039;s Spear]] army, and is appointed (or re-appointed) at the Autumn Equinox each year.&lt;br /&gt;
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==Army Orders==&lt;br /&gt;
Recent events have led to a change in the tactics of the armies of Wintermark, [[The_mother_of_morality#Gaze_Into_The_Abyss|encouraging heroism rather than slaughter]]. Any Wintermark army that fights the Jotun will have their victory points increased by a tenth, but the casualties they inflict reduced by a fifth. The change of tactics that ensures this reduction of casualties will be apparent to everyone present in the territory where the campaign takes place. This represents the warriors of Wintermark choosing to fight the Jotun as equals in honour.&lt;br /&gt;
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Furthermore, months of wrangling with the people of [[Varushka]] over the use of the [[Varushka_military_concerns#The_Army_of_the_Iron_Helms|Iron Helms]] led to a major rift between the armies of the two nations. The Varushkan people [[Our_choice#Prepare_for_Difficult_Choices|chose to stand]] with the Iron Helms, disregarding the concerns of both Wintermark and [[the Brass Coast]]. As a consequence, whenever a Wintermark army is involved in the same campaign as a Varushkan army, the Varushkans provide a tenth fewer [[Campaign_outcome#Victory_Points|victory points]]. If armies from both Wintermark and the Brass Coast are present, the penalty increases to a fifth.&lt;br /&gt;
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Finally, as a [[Fight_with_monsters#A_Hero.27s_Tale|consequence of decisions made during the Summer Solstice 382YE]], any Wintermark general can issue the &#039;&#039;Fight with Honour&#039;&#039; order. The option to choose this order will endure for as long as Wintermark remains committed to the path of the hero.&lt;br /&gt;
{{Anchor|Fight with honour}}&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Fight with honour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are no modifiers associated with this order&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any allied force that issues with orders to &#039;&#039;[[Army_qualities#Foraging|plunder]]&#039;&#039;, &#039;&#039;[[Army_qualities#Relentless|cut them down]]&#039;&#039;, carry out a &#039;&#039;[[Army_qualities#Cruel|merciless assault]]&#039;&#039;, do &#039;&#039;[[Army qualities#Cunning|whatever it takes]]&#039;&#039;, or employ &#039;&#039;[[Army qualities#Venomous|fire in the blood]]&#039;&#039; is changed to a &#039;&#039;balanced attack&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The presence of an army fighting with honour in a territory is always obvious to other armies in the same territory&lt;br /&gt;
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Any Wintermark army instructed to fight with honour will execute a balanced attack against the enemy forces arrayed against them. In addition, they will ensure that any Imperial forces that fight alongside them are prevented from taking orders designed simply to rob, kill or maim the enemy. This will inflame tensions between the two forces, but they will not come into armed conflict, Imperial discipline will be sufficient to prevent one Imperial soldier cutting down another - just.&lt;br /&gt;
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In addition, the army will actively seek to protect innocent civilians on both sides. Settlements will not be looted and the occupants will be protected from harm by either side. &lt;br /&gt;
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Fighting with honour does not prevent &#039;&#039;enemy&#039;&#039; forces from issuing orders to plunder or kill.&amp;lt;/box&amp;gt;&lt;br /&gt;
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{{Wintermark Links}}&lt;br /&gt;
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[[Category:Wintermark]]&lt;br /&gt;
[[Category:Archetype]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
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